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Official HWU Release

  1. #201
    We alrdy got permission from the guys that made that mod so its not an issue, just got alot of moving stuff around, cause the derelicts in the turanic race that chris made, belong to the kushan side.
    EDIT
    heres a short video showing off the replaced Destroyer and cruiser for the PRT turanic team. I used the models from derelicts mod from hw 1, so what do ya guys think?

    Spoiler

    Last edited by LeviathansWrath; 10th Jul 12 at 11:32 PM.

  2. #202
    Yap that's very nice and x10 better than going with those Dereclits or Taiidan ships. Maybe make the destroyer like 5% smaller. It shouldn't look equally large to the cruiser. Anyway the only thing that looks weird to me are the team colors on the 2 ships. Keep working & Good job.

  3. #203
    here people here is proof of further work for the Turanic PRT team, replaced the HQ with the turanic MS from derelicts so here it is.



  4. #204
    Nice work and here's my comment of moddb.

    What's that? I believe I've never seen that mother ship before. Of what Hw1 mod is this?

    I always thought there existed only 2 variants for Pirates one of the Raiders Ascendant mod & that of Derelicts/Turranic Prowlers mod or it that the Ms from it? Didn't it had some reddish glow 'cause I believe the Derelicts variant looked different.

    Anyway good work I'm glad that this made it in game. Now we truly have pirates complete as well as Taiidan. Keep working on it.

    Junk yard HQ could serve as resource controller. :P
    EDIT: Are you sure this is from Derelicts mod because I'm almost to 100% sure it had a reddish glow effect which made it appear very dangerously & mysterious. What happened to that glowing red effect? ^^ Other than that like said before fantastic work.

  5. #205
    Yes it is from the derelicts mod, anyways i plan on replacing the TUranic fleet with their counter parts from derelict mod, so if they alrdy have certain raider ships i wont be replacing them, like the bomber, interceptor, sensor array etc, just getting rid of the out of place derelicts, and then ill be making a derelict team made up of the derelict kushan ships from the derelict mod itself, i noticed the carrier there was far better than the outtakes.

  6. #206
    thats nice I'm looking forward to play with the Derelict Kushan faction. The Derelict light corvette as well as their carrier looked really epic in my opinion even better than the finished units that were used in game. Just make sure to use the colored versions Chris or anybody else once made. You probably also need to increase the scaling of their carriers a little so that fighters can dock and leave without any problems while frigates will probably have to enter per hyperspace not sure.

  7. #207
    Okay i just finished with the Standard Turanic team and havent had any issues, just hope that when i combine my changes into my main mod folder and compile that nothing comes up, anyways next up will be adding upgrades for the extra ships. i enabled the AI to build the raider MD, salvage corvette, plasma frigate, i should probably add in the plasma corvette into the raider team thou. Ill upload once i get everything done that im working on and also i need to remind myself to add capture and repair points for the new frigate and caps i made.

  8. #208
    Uploading changes now, should be done in a few more mins here, and this is from moddb.

    Spoiler


  9. #209
    Anything done since that?

  10. #210
    got 19 ships in for the DCT team, and im gonna need shadowgaz to do animations. I got rid of the hods that chris created and redoing it all myself just in case.

  11. #211
    i got the majority of the DCT team done, just been slow work because i got hooked on world of tanks again, anyways just about finished with the team just need to my hands on the old Derelict cruiser hod from an earlier version, it alrdy had the points placed for the ion turret, and then ill need to hod the destroyer and missile destroyer, and lastly the support frigate and proxie and the team will be complete, but there will need to be tweaks to dock paths etc.
    EDIT
    forgot to mention that i do have permission from xangle to add in their khar toba, and subsystems that go with it, but i got shot down about the taiidan ms meaning the new FX taiidan ms wont be in our mod.
    Also shadowgaz if you are reading this i do need you to do something, i need dark green ion beams done for the derelict kushan, if you can create ion beam variants for ion frigates and cruisers that would help out a lot. Aka like Grn_ionbeam and Grn_ionbeam_Bc, you will see what i mean.

  12. #212
    Very good news Levi!

    So how is the current status?

  13. #213
    I got the majority done, just need to make a turret subsystem for the destroyer, and then hod the cloak generator, and proxie sensor. Mind you i got sucked back into WOT, so work has slowed on it but i got the other stuff in game and fully working, like the MS for the DCT and the carrier.
    Edit
    SLaps self i also forgot their scout :P
    Edit
    okay folks ijust got 3-4 more ships left for the DCT team and then they are done with the exception of the DCT MS which will be needing its supercap dock paths, now i can do that but i need someone aka shadowgaz to get the bay door to open to let capitals etc out and the thingie inside the ms take the ship out.
    Last edited by LeviathansWrath; 29th Jul 12 at 3:42 AM.

  14. #214
    Report status.

  15. #215
    The DCT fleet is done ship wise but will need some things done like drones launching for the drone frigate, animations for the MS door to open when super caps exit. Ill be uploading the updated variant once i get the other ships in the build list and get the research tree done, in addition i have gotten their icons done.

  16. #216
    Mod is now updated with fully working Derelict Kushan team, and i uploaded the new version to sourceforge, its not 100 percent fixed but i need shadowgaz to do animations and ion beam scripts. 23 down if you are still around can you make a text file with bugs etc and send them to me.

  17. #217
    Nice work on the latest update...

    I did test the new Derelict Kushan and they are great.. Couldn't find one single bug.

    There are only 3 things I noticed.

    The Scaffold needs to be rehodded as it causes shadow glitches like the other models did in the past. So that counts for the Somtaaw , Kushan and Derelicts Kushan.

    Then I noticed that the mines of the minelayers are pitch black. That needs to be fixed.

    The same thing also counts for the new Somtaaw Missiles which are leaving their capitals. Balance wise it seems to be ok from my observations.

  18. #218
    Any progress?

  19. #219
    got hooked back on WOT but got myself off it otherwise i havent worked on the mod as i got a nasty case of hayfever atm, anyways i got the changes from shadowgaz, but i need to fix ion cannon beam colors for the pirates and derelict, also some of those ion beams are missing their target and i made sure to set their hit percentage at 100 so not sure whats going on, anyways if anyone wants to bug hunt download latest one from sourceforge.

  20. #220
    uploading changes now, i fixed the issue with the cruiser, destroyers and the derelict kushan ion frigate ions from not missing their target anymore. Anyways waiting on shadowgaz to show up so he can fix animations and before that i need to edit dockpath on the derelict ms for caps etc. Probably should mention that we have a no research option working now and crates work just dont use that option online or game will sync when crate spawns.
    Last edited by LeviathansWrath; 17th Sep 12 at 4:52 PM.

  21. #221
    23 down if you are still around can you give me an updated bug list in a txt file that you have so i can take a look at that? Would be helpful as i would like to release the mod soon.
    EDIT
    I am looking at expanding the Hig and V fleets by using ships from complex, which ones would you guys like to be added in within reason?
    Last edited by LeviathansWrath; 20th Sep 12 at 7:03 PM.

  22. #222
    Lost in the code... Mikali's Avatar
    Join Date
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    For the past week I've been trying to incorporate my HWC Enhanced mod into Homeworld Universe. However, I came across a silly road block.

    The problem is that you can only add ~42 gametype settings. After the 42nd time you call the GetGameSettingAsNumber or GetGameSettingAsString functions the game crashes to desktop without any error in HW2.log.

    Not sure how I am going to continue...
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  23. #223
    Anyways update on my end, I was forced to change the V research tree to match the higgies in order to get the V AI to upgrade its stuff, also i gave the V the Agamemnon and Alkhalid, and i gave the Higgy the Battleship and Advdestroyer from complex. I also gave research options for the HMF, Hig destroyers, both standard and adv for improved torpedos with a 25 percent higher yield, same applies to the V DD, improved damage output of the flak frigate to be able to deal with the HP values of the higher HP fighters, Laser corvette damage increased by 25 percent, pulsar hit rate vs vettes increased by 5 percent and damage increased by 40 points. Anyways from what ive seen the V ai really loves to use the Agamemnon in its attack i have barely seen the Hig AI win but thats because its an AI does stupid things human players wouldnt do.

  24. #224
    Ok here is a minor report on things I noticed during several rounds. I will playtest further. So far I really like the new additions they are adding a nice new touch into the mod.
    Just select everything and copy it into a text file so that you will have it easier.





    Settings: - research off - Hyperspace on - Kadeshi vs Vaygr & Vaygr vs Hiigarans & Vaygr,Vaygr vs Taiidan, Hiigarans expert full attack priority.



    Kadeshi:

    - Fuel pod needs engine trials.

    - Kadeshi shipyards can't produce anything except scouts. Even tried a new game with Research on but it's the same situation.

    - Kadeshi shipyards can't produce any sub modules and sensor modules.

    - Despite that, Kadeshi shipyards are also in need of docking paths and fleet formation scripts.

    - Kadeshi fighters are a joke in size. Please scale up the Khar-Toba and then the fighters I prefer seeing my ships! Look how it was in Hw1 with Kushan in that regard.

    - Recommendation: Not sure if the mod you took the other Kadeshi ships from had multibeam frigates with teamcolors but if had then replace em with the standard multibeam frigates currently used. The standard ones don't have team colors.

    - Kadeshi Missile destroyer has 5 turrets which don't do anything. Perhaps give that ship some additional light anti aircraft weapons be it beams or projectiles. Looks little odd at the moment. It also has the holes on the left and right sides. Could be used for some additional missile tubes. In order to maintain balance the additional weapons should barely giving damage.

    - Kadeshi destroyer has 2 smaller black main turrets near the front side of that ship not doing anything. Perhaps add 2 smaller missile banks in there or some additional light anti corvette projectiles etc.

    - Khar Toba needs a lod redo 'cause it vanishes at half distance other Kadeshi ships doesn't.


    I'll end my Kadeshi playtest here without being able to produce heavy caps there's no point in further testing that faction. I simply can't fight with junk against dozens of enemy mega capitals. And remember please rescale their fighters and harvesters etc. It's a nightmare playing with them as they are right now. Also i mean to remember that you had once a swarmer script for their smaller ships. Perhaps reimplement that it looked rather good in your old game play videos.



    Vaygr:

    - You should play around with the build percentage value. Not a single Vaygr Battle Cruiser on the field only those 2 new ships which seem if I may add little to powerful. They outgun and outrange your own capital ships this can't be right.
    Same for the Hiigarans with the new battleships which seem weaker against their new Vaygr counterparts. In fact I haven't seen one regular battlecruiser. Ai started producing that after it had only 1 shipyard left.

    - Command ship & carriers shouldn't be allowed to produce the the Agamemnon. They can't produce the other capitals so why can they produce one of the most powerful ships ingame? Seems unbalanced.

    - Agamemnon should be listed inside the military selection. Not sure if it should be allowed to produce stuff at all. For that we have the shipyard. That gives Vaygr a good advantage despite the fact that it takes long and is expensive to build.

    - Without seeing the exact stats for the ships it's hard to judge but I believe from observing that the Alkhalid and the Agamemnon are slightly overpowered in their fire power compared to the new Hiigaran battlecruisers and other faction capitals. I could be wrong though so please consider this with caution and investigate further.



    Recommendations:

    - I suggest you either add engines and weapon modules on all vessels for all factions so that you can target those modules with bombers etc. Or remove such modules from all other vessels which have em at the moment like Taiidan, Vaygr, Hiigarans etc. Because it's somewhat unfair if you can disable engines on some factions while you can't do the same with many others!



    Ideas:

    - I was thinking. Maybe remove the Chimera shipyard from the Hiigarans and give it to the derelict Kushan. That way we wont have XY races with one and the same type of a yard. Also texture wise it's fitting the Derelict Kushan more than it ever did for the Hiigarans. This glowing effect on that station should get removed though. It looks disgusting.

    - An idea for the crates. In there you usually find ships or credits. I recommend changing all ships you can find in it at the present time & replace em with ships we've got only in the map gallery. So that you can only find ships in it which can't get produced anywhere else in game yet.
    For example the 2 PTV Taiidan ships or some Progenitor ships which were left out of the mod etc.


    Last word:

    Anyways from what ive seen the V ai really loves to use the Agamemnon in its attack i have barely seen the Hig AI win but thats because its an AI does stupid things human players wouldnt do
    Please balance things comparing to the different races and not comparing to human player skills. Not to mention that each human has a totally different skill level. So when you say the Hiigarans can't win or barely win against Vaygr anymore that's already a failure and should alert you instantaneously. The races can be a little different but should still remain somewhat close to each other balance wise. Otherwise you risk getting some super AI races which dominate other Ai races and perhaps even the players because their stuff is simply to strong, I don't know but the ai cheats anyway. To sad that we don't have a real testing base with lots people testing online.
    Last edited by 23-down; 30th Sep 12 at 4:46 PM.

  25. #225
    about the V its probably the amount of missiles those ships fire atm, ill probably get rid of those 2 10 shot subsystems from the agamemnon and switch 2 slots on the Alkhalid to anti corvette missiles or something.

  26. #226
    Member Chimas's Avatar
    Join Date
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    now watching c-beams glitter in the dark near Tannhäuser Gate
    Levi,
    I've found somewhere a Turanic Dread, I'm not sure if you have seen it? Probably so ...

    The material claims to be made by Deionarra, who happens to be moderator here at RelicNews.
    It's nothing new at all. Also, the readme is kind of funny, I mean the argument for a Turanic Dread.
    Anyway, here's the link, take a look and see if it would be usefull. Also, contact the author.
    Homeworld Remastered
    @moddb @dA @Youtube

  27. #227
    Lost in the code... Mikali's Avatar
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    I've created a version of my Gameplay Enhanced mod that works with HWU 1.0.0.

    Here is a discussion link:
    http://forums.relicnews.com/showthre...post1045400813

    Check it out!

  28. #228
    nice, ill be checking it out, anyways changed the agamemnon to be built by SY only removed the 2 10 shot missile tubes and reduced the damage done by the remaining 20 missiles, replaced the 2 side missile tuibes on the Alkhalid with HMF standard missiles so they are weaker damage output wise. Still having issues getting the new hig ships to focus on one target right now or maybe its just the AI atm not sure, because the BS and advdestroyer keep changing their fire on different targets and die as a result while the V dont have the issue as they use missiles which are fire and forget, fixed the LOD issue on the khar Toba so it no longer vanishes, and the KDH Shipyard can build modules, forgot to add them into the ship file itself which was why it couldnt build modules, wasnt your fault 23 down i just forgot about it lol. Any other suggestions are welcomed 23 down seeing as you may be the only person paying attention. Only issue right now 23 down for making engine subsystems is that i have no experience with programs that would let me do that, can only really make subs outta existing parts of the ship that are multimesh.
    EDIT
    With regards to the Kadeshi MD those holes are used for firing its missile volley ability hit the E key and see for yourself.
    EDIT
    Oh and also what i said before about the hig and V those were matches where i watched a 2v2, not one on one.
    Last edited by LeviathansWrath; 14th Oct 12 at 3:24 PM.

  29. #229
    I am considering replacing the Current Tmat Mothership model with the one from the Tmat mod from homeworld because that model would be easier to work with as a mothership and i may use the current model as the cruiser, just would like anyones thoughts on this as im currently editing the Tmat, i got the weapons that were missing their targets when firing aka ion beams to hit frigates etc without issue anymore, just like i did with the pirates. Here is link for old Tmat mothership that i believe Ghent created, could be wrong but here it is. http://www.moddb.com/mods/a-homeworl...end-to-replace
    And before i forget here is current ms.http://www.bing.com/images/search?q=...E0BC29&first=1
    Last edited by LeviathansWrath; 1st Dec 12 at 2:46 PM.

  30. #230
    T-mat team release has been uploaded to both source forge and moddb.

  31. #231
    Update, added in the hiigaran assault carrier for the hiigarans, http://www.moddb.com/mods/a-homeworl...ssault-carrier

  32. #232
    Hi Leviathan

    Not sure if you have gotten my PM on moddb with my latest play tests on the current HWU release so I will post my findings in here as well. Sorry that it took me so long I had RL stuff to taken care of. This list is slightly longer than the one I sent you on moddb.


    Animations:

    - Beast Hive Frigate doesn't have engine trails.

    - I recommend finishing the animations of cannon units once and for all. The files and animation bones within the models are present. Just activate em. Beast, Somtaaw harvester Arm extension animations for example.
    Or the Acolyte attack anims. Just look how it's done on the Turranic Ion frigates and copy that line of code for the Acolytes.

    - Somtaaw Dreadnought doesn't have engine trails.

    - Turranic Raiders Repair corvette could need repair animation. Either that blue lightning effect or a small yellow, purple beam coming from it similiar to the harvester beams.

    - Various Pirate vessels in both teams have either blue or red engine trails. Decide for one of the 2 colors don't mix em that looks bad. I suggest red.




    Various things:

    - Beast Nomad Moon Description needs an update. What is it good for these days? Maybe call it Nomad Moon Defence station.

    - Taiidan Sajuuk Cor IonCannonFrigate shouldn't it be Ion Cannon Frigate ?

    - PTV Kadesh AI not functional.

    - Vaygr pulse destroyer could need a slightly enhanced firing rate. Seems compared to other faction ships it doesn't fire that often.

    - Beast Evo mothership has LOD and Shadow glitches.

    - Beast Carriers got an odd fleet formation script. Seperating different race units from one another. Make it simple - fighters, corvettes, frigates, capitals, civilian units.

    - Kadesh shipyard sub modules are terribly placed. Idea: place the modules in the black area on the side of that station.

    - I get the impression that the whole set of PTV Kadeshi stuff is mixed up with regular Kadesh things. Both the Khar-Toba & Shipyard produce regular Kadeshi things instead of PTV Kadeshi ships. Fix that high priority.

    - Regular Kadeshi Heavy Cruiser may need adjustments regarding it's firing rate. The delay between shots is 15 seconds while not giving enough damage per volley that's to much. Balance it.

    - PTV Kadeshi Team needs the salvage corvette. It's in it already but only due to an issue so when you fix the other build lists later on make sure the salvage corvette remains in the build list of the shipyard and carrier. But also add it to the PTV Needle ship itself.

    - Khar-Toba needs a proper build icon.

    - T-Mat Harvesters should dock inside the white docking place instead on the wings of the T-Mat Resource Controller. perhaps scale it up a little so that one can enter on the right side while another one leaves on the left side. Anoter possiblilty let harvesters just dock half inside that white hole and then they reverse speed and continue on their work. So only one at a time can dock with it.

    - SubvertedGhostship needs to be written in three words not together as one. (The New strain)

    - T-Mat heavy frigate needs an extra LOD it disappears half way on scrolling.

    - T-Mat heavy frigate needs a yellow hyperspace jump window.

    - You need to adjust several names of the T-Mat vessels. Many ships are called one thing in the build menu but once build they use an entirely different name decide for either the build menu name or the in game name.

    - T-Mat Ion Frigate needs a LOD fix. Half of the ship is invisible while I'm scrolling out.

    - Many T-Mat ships got team colors some others don't. You should get them all team colors.

    - The regular T-mat Frigate needs some checking. Seems to me it's giving barely any damage not sure. Investigate.

    - Tobari AI not working. Pls fix it.

    - Raiders Ascendant destroyer needs to get scaled up. They are as small as frigates that's a no go. I recommend the same size than the Raiders Ascendant missile destroyer.




    Ideas & recommendations:

    - Make it that you can only find ships in crates you can't actually produce in game on any faction. We have a bunch of good ships in the unused ship section. Imagine the new PTV Somtaaw Acolytes or those Mercinary Taiidan Frigates or some of the Progenitor ships.

    - Add a new game mode. Should be identical to normal HWU gaming mode with the exception that each frigate & capital ship can use hyperspace without the need for named modules or having ships with the named console anywhere nearby.
    In that regard I also suggest to investigate a possibility to enable the use of hyperspace for AIs in regular games again.

    - Contact this guy on Youtube.
    http://www.youtube.com/watch?v=b2UdmJ72fHc
    Ask for his fighter back then he gave us permission and even sent me the model and then I sent it to you and Chris but as things are both of you vanished back then and I reinstalled windows. So I've lost the model in the process. I'd check out his ship in Homeworld model viewer it was really good and also had team colors. It's simple in shape but still fits perfect with the Taiidan. A ship you could add as mobile turret to the Taiidan Team or as extra corvette. I hope you will contact him I really love all Taiidan ships it's my favorite race.

    - Somtaaw Sentinel should get another role if you ask me.
    Some possible ideas: Make it to a salvage pod capturing enemy ships or perhaps make a turret out of it. Furthermore I would remove the requirement that you have to build the Micro ship facility before you're allowed to build it.

    - The Leech would also make a nice little turret when scaled up.

    - Somtaaw Mimic isn't doing anything it also needs an unit description.
    Recommendation make it a cloak fighter similiar to the Kushan one and let it fire weak rockets.
    The corvette variant of that should be a rocket corvette similar to the pirate versions.

    - I suggest re-implementing the HW1 corvette behavior. Many people asked for it in the past. It was once in HWU but lost after Filefront deleted the link to it. Chris implemented it quite easily back then. Check out our PTV Kadesh corvettes to see how it works.

    - I recommend to allow all command vessels of any side to be able to produce cruisers. Most factions can, some others can't not sure how good that is balance wise when some factions can produce 2 at a time while others can't.

    - Ask bloodfleet to beastify the remaining non beast vessels inside the new Strain team.

    - Bring the Hive frigate of the Bounty hunter team to the Taiidan as well. Same strength than Ion frigates or their Vaygr Torpedo counterparts.

    - Give Derelict Kushan, Kushan & Taiidan the light defender units which were cut out before the release of HW1. At least for the Derelict Kushan the light defender will make a lot of sense.

    - Rename the Balkora Gate in T-Mat team. There can be only one Balcora Gate and that should be with the Progenitors. Perhaps call it "Jump Gate" or "Ship gate" "Eye of vision" just something fancy. Also it would be a good idea to go without the submodule for capitals on this one. Then the gate will look slightly different than the balkora gate.

    - Replace the T-mat council ship with the Planet killer model (Former T-Mat mothership) as heavy cruiser. That is A.) more fitting with the T-mat team and B. may give an ultra cool looking ship to them. You just need to scale it down a little.



    Criticism:

    - While I admire your creativity in giving all ships different names I don't really see the point. I prefer short and precise names. My opinion only. At least for the Beast it doesn't seem to make sense. Beast wouldn't name any ships they are nothing but puzzle parts - entities what so ever. ^^

    - Rename the Galactic Council Ship and call it T-Mat heavy cruiser, T-Mat Megaship.

    - I dislike what you've done to Chris his great outpost. Turning the outpost into a fully operational mothership with the modules sux. While the idea is nice it's an outpost and I dislike the whole concept of getting 2 motherships. You should restore it to it's former original state. It's an outpost tread it that way. Thing is: They look identical and that is bad. That counts only for the Turranic Raiders of course.


    Ok keep going. Fix the named bugs and HWU should be pretty much finished then all that remains is to add the missing animations. Trying to figure a way out how to enable original radio chatter for Taiidan-Kushan-Somtaaw-Beast-Vaygr and at some point finishing the models that still lack textures or ships all together.

    greetings 23-down
    Last edited by 23-down; 29th Jan 13 at 4:03 AM.

  33. #233
    Eh what do ya mean the raider ascendant DD is 2 small that thing was scaled up, also been getting some player vs player games with the mod and its been a blast thou dod suggested that the prog need to be nerfed, especially the new reaver and sajuuks main gun, thou i do agree with him on the range issue with sajuuk, hmmm might as well make the reaver and sajuuk range 6 k,but main issue with sajuuk is gonna be its close range weapons will tear frigates and caps apart. About the voices chris believes its possible to do 23 down, thou i have no idea how right now, he seems to be the genius on that area, i dont see the module i created for the turanic outpost to be problem i personally would like to see all ships leave some sort of hanger etc instead of just hyperspacing out of nowhere, while they alike yes but they have completely different roles to play out, with the module capital ships can leave the center of the outpost without it looking weird. Lastly i thought it would be nice to have all the ship class names listed, doesnt count for the build list since you already know what it is you are building in the menu, also not enough room in the build menu to add in the names so ship names have to do, besides it is nice knowing all the class names for ships. Yeah the beast wouldnt use names but that is what the other uninfected counterparts are called so i figured it would make sense. Hmm what to do about the mimic and mcv, i would like their suicide talents brought back but ah that would enable all head on ramming etc, would get very messy very fast, i suppose either one could be a spy with infinite cloak, kinda like how it would mimic enemy ships and not get attacked, trying to answer every point you have up there, ahem next up the kadeshi HC its single ion beam packs the firepower of both turrets on the hiigaran BC, Vaygr pulse DD i had the damage it dealt with its pulse twice as high earlier but then that made it really OP, btw dont trust in the Firepower rating displayed in game its extremely misleading, in order to really put stuff in perspective you need to examine weapon damage stats and rate of fire and hit rates etc to make a good judgement, im probably gonna get rid of crates, at least i think the coding for crates is causing games to sync whether it is active or not, not sure thou i really need username|SF to clear this one up. To the original hw 2 planetkiller the ship still exists in the mod but scaling it down caused very big problems with its animations and stuff was appearing out of nowhere, example when attacking it would suddenly revert to its original size. About the fleet formations each race only has parade formations for its own ships not for other teams so they use the default hw 2 misc section. Heh i overlooked the nomad moon description thought i had changed it but guess i didnt.

  34. #234
    Ya the DD was scaled up once but we've lost the version where it was scaled up. Yesterday when I tested them they were small again. So check on that. Or I simply have something with my eyes.. IDK

    As for the Turranic Raiders shipyard module. Well then there is yet another Turranic Raiders mothership the FX mod uses it but they didn't create it. It originally came of an old HW1 mod. I see if I can find it for you. Then you can ask the original author for permission and perhaps replace the Turranic Raiders mothership or shipyard with that one. Who knows. I agree that letting em leave through a hangar is the better choice but they still look identical and that's not good if you ask me.

    The suicide attacks would be the best solution true. But as this is impossible in HW2 I suggest some of the ideas I provided you. You should clearly give em some active combat roles as the Somtaaw really lack corvette class ships.

    Have you tried to let the planet killer at the size it is and see how it works? It could become a direct counterpart to Sajuuk in that case. So I suggest to let the council ship with the T-Mat as heavy cruiser and also adding the planet killer (only 1 ship at a time) as Huge Dreadnought like Sajuuk.

    Not sure about the crates but ya it would be interesting to figure that one out. Eventually just let em active for skirmish SP games. So when it is in a real mp game that option will be faded out.

    The Vaygr pulse DD: Ok that's good it's true I can only speculate here so when you say the stats are ok then I believe you.

    As for the Parade formations never mind it is ok. I don't know what went wrong in my first test game. In there they all went crazy with their formations next to the motherships etc.

    As for the ship names: It takes some time to adjust to it but it's ok keep it. However the names I were referring to with the T-mat were called one thing in the build menu and an entirely different thing in game. Investigate on that one.

    Ps: Invite me for your test games with other humans I would be certainly interested in playing and testing that mod online. Whenever I looked in tunngle HW2 channel nobody except some strangers were in it.
    Last edited by 23-down; 29th Jan 13 at 4:17 AM.

  35. #235
    If you got teamspeak 2 23 down here is the address, keep in mind that we are only at night and i forgot my registered account info so i cant grant voice rights, need someone else to do that for me. Darkstaroutpost.servegame.com:8767
    password = go2dso
    oh and we mostly get on after 6 pm central time.
    Last edited by LeviathansWrath; 29th Jan 13 at 7:08 PM.

  36. #236
    Alright I will try to show up.

    Ps I'd like to report something strange. Whenever I place the HW@ team in game homeworld tends to crash after couple of minutes. I tried to narrow it down but it appears to be randomized not sure. When I play without them I get no crashes at all. So some config on some ship or module must be corrupted. Please investigate I will continue my own investigations as well.

  37. #237
    That is strange HW@ has never crashed on me as far as the team itself goes.

  38. #238
    HWU has been officially released and i will no longer be working on it or anything related to modding games its time i started living my life and pick up the pieces.

  39. #239
    Member General Kong's Avatar
    Join Date
    Jan 2010
    Location
    Tipperary, Ireland
    Thanks for all the work you have done so far Leviathan, hopefully you can return to us one day, until then, do what you need to do and want to do
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  40. #240
    Member Moleman's Avatar
    Join Date
    Jan 2008
    Location
    Arizona
    In the meen time I will be keeping up on the mod

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