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Official HWU Release

  1. #51
    Member Blaze's Avatar
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    El Paso, Texas
    Hey you, I feel nostalgic this summer and plan to buy a new PS2 controller ( why not ) and other games I've always wanted to try, and even HW2, soooooo I'll contact ya when I'm ready.

  2. #52
    Okay i managed to get the UNH cruiser completely functional weapon wise, all its guns are useable now. Just gotta work on that Missile destroyer and maybe a few more ships, ex their bomber isnt textured so i probably outta give them a kushan bomber.
    Edit
    ALmost done got the MD up and running. Just need to create a research tree for the UNH and give them a bomber, repair corvette, and salvage corvette.
    Final edit

    UNH FLeet is done, just gotta wait on shadowgaz to get my changes so he can make ship icons then all i gotta do is make a research tree for the team and its official release time.
    Last edited by LeviathansWrath; 24th May 12 at 6:31 PM.

  3. #53

  4. #54
    I alrdy finished the UNH research tree, just waiting on shadowgaz for the recon and bomber icons. And i updated the ingame version number.
    Edit
    came across an unknown fatal exit with the AI, not sure what caused it, been poking around in the weapon files getting rid of ion push and pull effects. Dont see why that would affect the AI.
    Last edited by LeviathansWrath; 25th May 12 at 8:49 PM.

  5. #55
    Hi LeviathansWrath

    At moddb you asked me what still needs improvement or bug fixing as you obviously thought HWU is perfect as it is at the moment. Well it's far - very far of being perfect. While testing your new 1.0 test release I was actually shocked to see how so many old bugs which were previously fixed have returned.

    Anyway like last time I've created you a text document. I strongly suggest that you work your way through the list this time. As I'm slowly getting tired of reporting the same bugs & glitches over and over again & no offense it's just a fact.

    @ Moleman & Shadowgaz: You two should download that bug list too. So that you can assist Leviathan even better.

    Good luck to the 3 of you. And don't worry the majority of bugs is around newly returned shadow glitches the rest are just minor glitches and suggestions.

    http://www.sendspace.com/file/eg0pvu
    Last edited by 23-down; 26th May 12 at 2:13 PM.

  6. #56
    wb 23anyways i dont know what these shadow glitches you speak of are, never heard of it actually, and i wouldnt know how to fix it unless someone would explain to me wth it is and how to deal with it. Anyways little update on my part ive added in Mikalis 250 hw 1 map pack into HWU, But i am going to edit all 250 by notepad because of an issue i have come across with them. Turns out any ship listed on the map itself gets added to your unit cap and the ships them selves that are listed arent there. That includes MS and carriers, but not the ones you spawn with mind you. These ships appear in the build queue but cant build and are not on the map itself. THey exist and yet they dont exist, so im removing them by adding -- before the name of the ship/ships to remove them from the map. Gonna take some time thou, bah @ editing 250 maps my hands are gonna hurt like hell.

    EDIT
    TUrns out all i have to do is delete the starting ships, wish i knew that sooner. Works just as well as putting -- in front but is much quicker.

    EDIT AGAIn
    I finished up editing the maps so they are good to go for release. Now just waiting on mr shadowgaz.
    Last edited by LeviathansWrath; 26th May 12 at 4:21 PM.

  7. #57
    You don't know what I'm talking about seriously? Then please go to your hw2 options put everything on maximum and launch the game check out the specific marked ships zoom in and out and rotate the camera around them. Then you will see that they change their colors - create weird shadow issues etc.

    Ask moleman to contact Chris. The 2 are still in contact with each other. Chris knew what it was and how to fix it. Back then he said something about textures overlapping with each other or so not sure.. But definitely something with the textures & lods how they were aligned etc. And if nobody can fix it then I suggest to remake & report the specific named ships.

    EDIT:

    Found it where Chris explained the issue with the Shadows.

    Chris:
    One good thing has come about from fixing the Taiidan Mothership textures, I have solved the issue of the crappy shadows once and for all. After fixing the mothership I turned on the Shadows to see if the conversion from modeling program to modeling program fixed the issues. To my surprise it did indeed, though it turns out (after hours more testing) that it isn't a mesh issue at all. Probably should have figured since the Kushan Destroyer shadow is messed up but it messes up the same on all the different geometry pieces. It turns out that the reason for the bad shadows is because some HW1 ships have textures listed as blank - so when I would make a .hod I would just call the material blank and not assign any textures - apparently bad. When I fixed the MS I rid it of it's blank textures hence fixing the issue. I have fixed one more ship the Taiidan Resource Collector and should have time to remedy the rest tonight - whoo hoo.
    Last edited by 23-down; 26th May 12 at 5:37 PM.

  8. #58
    Here are the screenshots of the current UNH FLeet, I have most of the UNH ships in and some placeholders till those other ships get textured. However i would like to mention that im gonna be changing the weapon on the ioncorvette from an ion beam to a pulsar, with focus on anti frig and cap duties. The reason why i am replacing the ioncorvette weapon is not because its OP its very balanced low damage output but very high rate of fire, but because of the ROF it tends to kill the game. At least that is what i believe is going on with it.
    http://beta.xfire.com/users/leviatho...w2/screenshots

    Embedding isnt working so i have link for xfire instead.

  9. #59
    The new version is not very stable. EDIT: Seems to be a taiidan related bug. Anyway, the UNH Cruiser has docking pads, but they are not used for docking. It's modules aere also at a funny angle. Rotate 'em 90 degrees. The Kushan and Taiidan rarely use assault frigates. In the last update, their guns were anti-fighter instead of anti-corvette. I don't know if this has been fixed. Heavy corvettes aren't powerful enough. In homeworld they could kill frigates if used correctly, but their firepower seems to have been reduced severely.
    Last edited by Stuart98; 30th May 12 at 10:45 PM.

  10. #60
    Member General Kong's Avatar
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    Will the other races eventually be affectd by the fighter/corvette squads option?

    Absoloutly love this mod
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  11. #61
    Maybe, butim not a fan of single squads here unless they are repair or salvage corvettes. Anyways Major breakthrough tks to the HW@ team and Shadowgaz, shadowgaz got the HW@ drone script working. Anyways changes on my end are as follows, Added engine glow to Ram DFF, somtaaw, processor, fixed ram DD size, added in ram repair corvette and support frigates, i alrdy had them hodded just not in game, got the taiidan minelayer hodded, seems someone aka chris left it out. Replaced ram controller with the new one and gave it fighter and corvette dock paths, i will be giving dock paths for the ram support frigate as well as the others. Gave Ram team their own parade formations, increased first 2 frames distance for harvesters for the RAm and Turanic carriers. Replaced kushan fighter and corvette exit paths on the kushan ms now they launch much faster. Gave Sot mothership collector paths so ms can receive collectors to drop off RU. Gave taiidan Carriers and the research station sensor modules. I had to combine 2 sensors together for them, so that means 2 adv sensors in one etc, well you will see what i mean when the official release is done, once i get shadows drone scripts. Missile frigate research removed from taiidan tech tree, in addiiton i removed the BC from their build and tech tree. Fixed taiidan gravitywell gen being able to move only once. Well i think thats it for now, ill post again when i get more later on.
    Last edited by LeviathansWrath; 31st May 12 at 5:27 PM.

  12. #62
    Member General Kong's Avatar
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    okay well i hope you will eventually be able to do it, it kinda feels unfair to be fighting against the bentusi with squads of fighters against their single fighters, and also it feels that formations are better executed with single fighters.

    will still lovingly play this mod nonetheless

  13. #63
    Member Shadowgaz's Avatar
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    Just a heads up, shadow glitches will not be fixed as of yet, its going to take a full remake of the HODs to sort it out so for now where just trying to nail game play bugs and adding in the missing ships to make the game more playable, once that's done we can remake the hods for aesthetics. We will get round to things but progress is slow as always.
    We Want YOU - Homeworld Universe Community Project
    Texturers, Modelers, Concepts, FX & SFX, UI, Scripters
    HWU @ Relic News - HWU @ Moddb - HWU Home
    Latest alpha release HWU Mod, v0.0.92 or Mirror 1 v0.0.92
    Homeworld Universe Tutorials - Tobari Renegade Homepage

  14. #64
    Just waiting on the mighty shadowgaz for the working script and drones then we can release officially i think, ive basically nailed most of the stuff 23 down noticed. Thou there are things i wont be able to do anything about like the shadows.

  15. #65
    I'm really exited that you managed to fix all the bugs and glitches I mentioned before except for the shadow issues of course but that can wait till the next release. Or you just need to find a copy of HWUniverse-0.0.94_RC8.1.big as all ships were fixed in that version. Perhaps somebody still has it on some archive CD or on an external hard drive. Anyway that doesn't have priority right now like shadow already said.

    I will try to find more bugs but I suggest to send me an "Up to date" version so that I can narrow down the last bugs which may or may not be present in your current test version.

    Guess the only real important objectives which then remain for future releases would be

    a music player as it is just a lot more fun with music. And all Homeworld games really had great music.

    "No research function" for fast games.

    Replacing the HW1 models with HD models Shadows Taiidan force looks really impressive just needs a texture artist.

    Improving the AI further.

    Adding last remnant ships of all original Homeworld games , Taii,Kush - light defenders, Taii,Beast - colony ship, Bentusi - Cargo barge, rescaling planet killer and adding it into T-Mat team and any other official ship that isn't included yet. i'm sure roles for those ships can get find easily.

    Finishing up the last major races - Tobari, Bentusi, T-mat

    Giving all factions turrets in their proper styles. Both Pirate factions should be done (model wise HW1,Cata) regarding that so are Hiigarans & Vaygr.

    fixing the shadow glitches.

    Investigating the possibilities to get 4v4 , 5v5 matches up and running.

    Investigation regarding custom voices = Kushan, Taiidan, Somtaaw, Beast in game
    Last edited by 23-down; 1st Jun 12 at 12:11 PM.

  16. #66
    Perhaps you could ask the creator of this mod: http://www.moddb.com/mods/homeworld-remastered for his finished stuff so that you could have some better looking ships? Also, regarding cusom voices, aren't the taiidan and kushan okay? I mean, the current HW2 voices should be enough I think... they sound close enough to the original and we will be missing audio for some things... although, on the other hand, we are missing construction complete sounds for them as it is.

  17. #67
    IM pretty sure that JK said that HWRM material is not to be shared with any other mod, so i wouldnt be able to get them anyways.

  18. #68
    i never said HWRM material is not to be shared with any other mod, but the fact is that the mod are those enhanced models, if i share them all, i'll just be giving them away, working for the other mods, and mine won't make sense to exist, what is my mod compared to the project that is HWU?? But i'm willing to compromise, I'm trading some of my taidan to Fx in exchange for some help and their Fathership, and i've made you a proposal for the drone frigate.

  19. #69
    Oops sorry lol sure send it over and ill see what shadowgaz can do. I alrdy hodded the original drone itself for HWU for the kushan and derelict counterparts.
    ALso Jkberna good luck on getting help from them the chinese at FX are known not to share anything, but i hope you can do something about that.

    EDIT
    Jkberna i just talked to shadowgaz and he will help you but he needs to talk to you directly, giving you the script wont help cause he needs to walk you through it.

  20. #70
    Great, were do i send it to and how do i contact shadowgaz?

  21. #71
    you can send it to me or to shadowgaz he is a member here but easiest way to get ahold of him is to contect him on XFire. His Xfire account is Shadowgaz, just like it is here. You can check my friend list and you will find him. Also hes in the UK so hes 8 hours ahead of me, he will be on monday sometime.
    Also if you dont have xfire here you go, its a gaming program that keeps track of your gaming hours lets you record videos, broadcast a live stream, take screenshots etc.
    http://beta.xfire.com/

    Now for those that are wondering what im up 2, i just modified the HW 1 style assualt frigates with flech cannons like the Vgr assualt frigate, but with a slight damage increase for those guns. To make up for this i increased the ion beam damage for ion frigates by 1k. That is damage in hp not the rating in game. kushan minelayer now drops 2 mines at a time and i added in the taiidan minelayer itself. Also all minelayer HP values are now doubled so they are all 3600 hp. I now have the drones working on my end tks to shadowgaz's hard work and tks to the HW@ team. Im in the middile of editing their stats and giving them decent weapons instead of the peashooters they have right now. However i am haaving trouble getting the swarmers to swarm like they do in cata, circle strafe doesnt seem to be doing what it is supposed to do.

    EDIT
    Question about the Defense fields would anyone be okay with them being active all the time aside from the prog DF of course?

    ----------

    Um 23 those models belong to Starscream not shadowgaz lol.
    Last edited by LeviathansWrath; 3rd Jun 12 at 3:27 PM.

  22. #72

  23. #73
    @LeviathansWrath:

    Don't make the ships to powerful again I would hate it to see how frigates and other vessels die after being shot 1 or 2 times only like it was the case in vanilla Hw2 or like we know it of games like Supreme Commander. Something like that just sucks.

    As for the DFF I would prefer to activate it manually for a limited amount of time till it regenerates. I mean it's RTS where certain used specials at the right time can mean the difference between victory or defeat. If it's on all the time it loses some of the typical RTS micro, macro management then letting it appear like a "shoot em up" game (over reacting of course) but just to give you an idea what I mean by that. Not to mention that if somebody spams those vessels they will be basically unkillable for quite some time.

    Oh I see well then Starscream's models... Nice nice

    @jkberna: Glad to read that you're open for negotiation. You're right of course giving everything away to another mod wouldn't make much sense. I wouldn't do that neither. But then I believe the focus of your mod is really about the SP remake campaign which would be the unique and special thing hw2 modding wise.

    I would say the models are just additional eye candy. Perhaps there are even more other things in HWU you might want for your mod as well who knows.

    Or help Starscream to texture his HD Taiidan ships and therefore make use of them by adding em into your mod. In exchange they get your Kushan forces etc. I'm sure that would save both your teams a lot of time and trouble and also increases both productions a lot. Model wise his models were as great as your models or you could even enhance em for your mod only while HWU gets the original models in current state from starscream etc. His models are like yours with a higher poly count and slightly enhanced designs. Anyway I'm sure you come to some agreement with them. I would certainly love to see HD models in HWU and of course in your mod as well!

    @HWU & HWRM:

    By my suggestion I suggest you people to work together even if you're working on different projects in the end run it doesn't matter. Because each one of you has a skill or specific knowledge the other one doesn't process. And that's where team alliances are really coming in handy. In another game I modded myself for couple of years ago this really worked pretty well & all modders were like a huge family helping each other out where ever they could. That was really epic and saved time. Try it out guys maybe it'll work out for ya. And remember you have nothing to lose only something to win if this works well.
    Last edited by 23-down; 4th Jun 12 at 3:03 PM.

  24. #74
    ill probably boost frig HP values. Most frigs will have 50k HP while ion based frigs will be 48 k with the exception being the prog and tmat, they are supposed to be powerful, so its a matter of skill at taking them down rather than blind luck. Anyways onto the TMAT, Ive started working on the tmat or rather making changestot he ships that got ported over. I changed their bomber into a multi role fighter capable of killing fighters vettes and frigs just like the prog drones, it uses 2 pulse beams and 2 anti cap pulse beams when researched.Same goes with their corvettes as far as weapons go, the heavy corvette will have anti vette pulse beams while them multigun will be anti fighter. The tmat ion frig fires 5 ions, dont worry i knocked down the damage for now, testing it out cause the tmat use mainly ion base weapons. Their standard destroyer uses a triple ion attack. Thats all ive done aside getting a parade formation done for them. The Tmat BC is the Galactic council ship untill something replaces it if ever that is. Tmat dont have a SY so not sure what to use for them atm.
    Last edited by LeviathansWrath; 4th Jun 12 at 5:21 PM.

  25. #75
    Why don't you use the planet killer as BC instead and the council ship as shipyard or so where smaller ships leave through the fire sections... Would probably make more sense..

  26. #76
    Then what would they have as a mothership lol the planet killer was the mothership for the Tmat in the hw 1 Tmat mod, also on another sidenote i got the PTV Turanic and mololus taiidan ships.

  27. #77
    Oh I see I wasn't really sure about the Planet Killer anymore. It's been to long since I've tried T-Mat.

    Do we really need 3 factions of one race?

    Suggest then to get rid of the original turranic riders as the mod.big is already large enough.
    Mololus taiidan ships? Are there screenshots I can't recall em right now.

    As for Taiidan contact Lantinian on youtube and ask him for his ship it's simple but yet pretty nice & represents the Taiidan very well.
    http://www.youtube.com/watch?v=b2UdmJ72fHc
    Back then he gave us permission to use it and even sent me the model but then we lost it as nobody of you saved it and I had to reinstall windows at some point.

    But both things sound good..

  28. #78
    Despite adding in the material the mod only increased by 11 mb so now its 758.

  29. #79
    Hi Levi,

    As I've commented to you somewhere, the HW1 prison ship is being used as a collector in one of the HWU races.

    Please, consider in a future release to SUBSTITUTE for a real and cool collector. It might have been a good idea or solution for the author in the past but ,for me, seems a bit awkward now.

    I remember to have seen a good collector being developed at TEOT mod, which is still far from being released now.
    If you consider this a good idea and no one else objects, try trading something with them and replace this HWU collector.

    Or maybe another modder out there has a good one under the dust.
    Greetings

  30. #80
    im keeping the races as they were, with exceptions of replacing models with newer ones like the taiidan assualt frigate i replaced current one with mololus with his permission to use the taiidan, he even gave me the go ahead for the somtaaw ships.In addition i increased fighter and corvette HP values to match the HW 1 values fighters were always getting one shotted by whatever was hitting them. Anyways just gotta balance stuff out which is why shadowgaz and i will be balancing it out. THe mod is basically good to go for official release but there are some things to deal with. Also i would like to point out that beast ships have a bit more hp than the rest cept that they are slower and cost much more. The hw 1 drone variant does work btw completely now so the issue of the drones for the HW 1 puppeter has been fixed. It is possible to create repair drones and harvest drones thou that is something thats not in my area. On the note of harvest drones my idea for the drone carrier will be that it will have to be a oneshot move ship because if you give it a harvest command it will move to the rock and harvest and the drones in theory will as well but where will the drones go?
    Last edited by LeviathansWrath; 6th Jun 12 at 9:05 PM.

  31. #81
    I dislike the fact that you replace ships with other ships which clearly have their own style and are just loosely based on the original ships. Rather put all the new PTV Taiidan, Somtaaw ships into new races and then find other new HD vessels with fresh designs and add em in there as well. Their engines & entire teamcolors also look different that's not good. I rather would want to see Starscreams Taiidan fleet as replacement as they are 100% based recreations of the Relic variants. They are just enhanced by the poly count and he let em look less blocky while the PTV ships are different as they use their own fresh design ideas. Would also look awkward if you have some low def ships mixed with High Def ships.

    But that's as usual my opinion only and I can just talk for myself & not for the others.

    Btw: I've started with new testing from the version you've sent me on moddb. I haven't tested much yet though just couple of bugs and some ideas so far. Anyway here you go:

    Bugs & Glitches:

    Raiders Ascendant:

    - Resource Controller needs engine trials.

    Medium for fixing that.


    - Resourcer need proper docking paths on the Resource controller the harvester gets stuck half inside the controller.

    Medium for fixing that.


    - There is a Taiidan Interceptor research inside the RAM team fix that.

    Medium for fixing that.


    - There are many research duplicates for certain pirate vessels such as the Turranic fighter etc. Fix that. I guess one belongs to PTV Pirates while the other ones belongs to RAM. There are also original RAM research duplicates such as the hyperspace research for their mothership.

    Very high priority for fixing that.


    - RAM mothership & carriers could use some sensor submodules. Only the outpost can build em at the moment.

    Medium priority for fixing that.


    - Field frigate has wrong engine color glows. When flying they are blue while the remaining RAM ships have red ones. It needs to be fixed. Like the engine color it should be red not blue.

    Low priority for fixing that.




    UHN:

    - Their spawn positions at the beginning of a game doesn't seem to be right yet. In fact in a 1v1 map (old original HWU map) their mothership and harvesters spawned outside the actual map while their carrier spawned a lot further in front of that inside the map. So the ai wasn't doing anything. Not sure if you implemented the AI code yet for them.

    High priority for investigating that.





    - Small typo issue for the UHN Bomber inside the build list... You call it UHN BOmber - O needs to be small.

    Very low priority for fixing that.


    No specific race:


    - There is a research called "RADRoot" and it seems to be there for every faction. The description says that it allows scouts to use an EMP weapon. The research Icon shows the RAM mothership though and the research itself sits in battleship research tree. Fix it & get rid of that.


    - While playing with UHN I noticed that their firing sounds are different than of the other races. Therefore I suggest to re add the original firing & ship summing sounds of the specific races for: Kushan, Taiidan, Somtaaw & even Kadesh. (Hw1,Cata fire, summing sound variants)
    Last edited by 23-down; 7th Jun 12 at 5:06 PM.

  32. #82
    Reason why the research got duplicated for the Rad team from ram isbecause i used the ram mS for the rad as well as the outpost. Other stuff ill have to look into and ill replace the models back to what they were i only replaced the assualt frigate thus far. Im in the middle of hodding ships from kadeshi void that was made by herby, these ships will be intergrated into hw 1 kadeshi.

  33. #83
    Oh that's very nice... If I remember correct they had a nice mother ship which looked like a UFO that would make an excellent shipyard for both Kadeshi factions if scaled up properly that is. Probably the biggest flaw the Kadeshi have at the moment the lack of a real shipyard.

    As for the turanic mother ship Glad to read to that. So everything will be fine for the final release you already know about that glitch. By the way that reminds me of another very great mother ship that was available for pirates back then. If you get permission from the original author you could use it for the PTV Pirate faction as MS so that the players even get more variations on the field. Many of the factions already have duplicate mother ships so if there is a possibility to get one less duplicate it could come in handy. The Mother ship I'm talking about can get find in following 2 mods:

    Turranic Prowlers & Derelicts had that great mother ship. (Both mods are Of the same author*s*)

    Cata: http://jstonline.homeworldtrinity.or...c_prowlers.zip
    Hw1: http://jstonline.homeworldtrinity.or.../derelicts.zip

    I'm still play testing right now. Here's my updated list including the stuff I've posted earlier.


    Raiders Ascendant:

    - Resource Controller needs engine trials.

    Medium priority for fixing that.


    - Resourcer needs proper docking paths on the Resource controller as the harvester gets stuck half inside the controller.

    Medium priority for fixing that.


    - There is a Taiidan Interceptor research inside the RAD team fix that.

    Medium priority for fixing that.


    - There are many research duplicates for certain pirate vessels such as the Turranic fighter etc. Fix that. I guess one belongs to PTV Pirates while the other ones belongs to RAM. There are also original RAM research duplicates such as the hyperspace research for their mothership.

    Very high priority for fixing that.


    - RAM mothership & carriers could use some sensor submodules. Only the outpost can build em at the moment.

    Medium priority for fixing that.


    - Field frigate has wrong engine color glows. While the engine glows get decided by the teamcolors the player chooses I noticed that it wasn't synced with with the remaining engine colors of my fleet. There could be more vessels having that issue. Full investigation is required.

    Low priority for fixing that.


    - Docking rallypoints need slight ajustments on the MS & Outpost. Whenever a larger ship leaves those stations the MS & Outpost begins to rotate around. that should be fixed if possible as it is annoying.

    Low priority for fixing that.



    PTV Pirates:

    - Maybe giving them radio chatter sounds. (optional)


    - Docking rallypoints need slight ajustments on the MS & Outpost. Whenever a larger ship leaves those stations the MS & Outpost begins to rotate around. that should be fixed if possible as it is annoying.


    - Some weapons and other sub systems don't have names yet. For example on the Pirate destroyer his weapons. If no official PTV names exist (remember it was only in alpha state) then invent some by yourself.

    Medium priority for fixing and investigating that.


    - Taiidan Interceptor weapon bullets seem much to large. No other pirate vessel has that large bullets. The bullets are even larger than the guns they come out of. It needs fixing.

    Medium priority for fixing that.


    - PTV Pirate faction probably needs ajustment in their max weapon firing range. It seems they out range any other race at the moment.

    High priority for fixing that.


    - PTV Pirates also need a check up on their speed. Seems most of their ships are faster than of the remaining factions but I could also be just imaginating that. ^^

    High priority for fixing that.


    - Eigther a PTV Pirate or PTV Kadesh ship(s) is creating derelict wreckages (resources) get rid of that. Unfortunately I can't tell which ship does.

    High priority for fixing that.


    - Ion array frigates aren't extending their wings. Now that should work normally. Did you forget to port over some required files?

    Medium priority for fixing and investigating that.


    UHN:

    - Their spawn positions at the beginning of a game doesn't seem to be right yet. In fact in a 1v1 map (old original HWU map) their mothership and harvesters spawned outside the actual map while their carrier spawned a lot further in front of that inside the map. So the ai wasn't doing anything. Not sure if you implemented the AI code yet for them.

    High priority for investigating that.


    - Small typo issue for the UHN Bomber inside the build list... You call it UHN BOmber - O needs to be small.

    Very low priority for fixing that.


    No specific race:


    - There is a research called "RADRoot" and it seems to be there for many factions (UHN, RAM etc). The description says that it allows scouts to use an EMP weapon. The research Icon shows the RAM mothership though and the research itself sits in battleship research tree. Fix it & get rid of that.


    - While playing with UHN I noticed that their firing sounds are different than of the other races. Therefore I suggest to re add the original firing & ship summing sounds of the specific races for: Kushan, Taiidan, Somtaaw & even Kadesh. (Hw1,Cata fire, summing sound variants)


    - Recommend to reduce the numbers of Drones for the Drone races. There seem to be like 40 Drones per ship. I believe in original Hw1, Cata they had like max 12 or 15 drones. At the moment it looks a little to much. It's still awesome to see em in game after all this time.


    - Not sure if my crappy lap top is fault or if you added in some new asteroids or imported some old asteroid designs of homeworld1 or if they just came with the newly ported Hw1 maps. But there are some smaller asteroids which are just white when you zoom out. When you zoom in they show proper textures but only if you look at them of a specific angular. Investigation is needed. I noticed this issue in the map "hw1 - we come in peace"


    Major wishes for future releases.

    - Re adding Kushan, Taiidan, Somtaaw, Beast corvette flight behaviour like we know it of Cata & Hw1. It was already implemented in HWU 0.94RC8.1 but we've lost that one.

  34. #84
    I added that research for the ptv raiders on purpose because mololu had them in as mercs so i added them as well, so that extends to the assualt frigate, heavy corvette and cruiser. Animations have alrdy been fixed for next variant. With regards to the UNH sounds im keeping them as they are because that is what the HW@ team has i dont see any reason why i should mess around with these, i dont have any experience messing with event files regardless. All Raider speeds match that of the other races i hand copied hp, speed andbuild stats from other ships in the mod to match class of ship. I have alrdy dealt with the engine glow and dockpath on the controller. Radroot has been fixed i forgot to add it into the restrict file its in now. And about the UNH spawning that shouldnt be happening and yet it is, not sure how to fix this. I did addin rocks and crystals from mikalis mod, otherwise i would have to hand edit the maps again.
    Number of drones per ship that can build them is as follows.
    HW 1 puppeter = 24
    Derelict drone frig= 24
    Hive frigates = 6
    EDIT
    About that turanic MS its being in FX, not sure if they got permission to use that one or not but its being used as the turanic SY in FX.
    Also about the rad firing ranges, they are an even match in most areas cept that other races outrange them when it comes to cruisers, their cruisers can fire at a distance 5km others are at 6. And i believe their destroyer is coming up short by 500m.
    Last edited by LeviathansWrath; 7th Jun 12 at 7:39 PM.

  35. #85
    Ah ok I see. It's good then... Just because something is used in FX mod doesn't mean you can't use it as well as it is clearly not a FX mod ship unless one of the former HW1 mod authors is now member in FX mod or they asked for permission to use it.

    As for the UHN you misunderstood me. I love the fact that they use different sounds. My suggestion was it to add for some of the Hw1 races their proper Hw1 sounds in. Fighter firing sounds in hw1 sounded different than in Hw2 for example.

    Anyway I gonna go to sleep now.. Tomorrow I'll continue my play testing with the different factions.

    I still suggest to decrease the number of 24 to 12 maybe see how it'll look how it'll work. Damage values can get changed if needed. 24 seems to much especially when they come with a lot of those ships.

  36. #86
    If the puppeteer is working with the HW@ drone code I'd strongly suggest cutting its drone numbers, yeah. 24 drones in a tight sphere is pretty different from 24 drones swarming crazily around them map.
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  37. #87
    Plans for the HOmeworld 1 Kadeshi

    Okay i decided to follow something similar to what the FX guys did with regards to their squads, Interceptor squads will be in a squad of 12 and have a level 0 speed of 450, cost 400 etc. Bombers in a squad of 8, speed 400. They wont have a lot of HP but lots of speed and will cost less than the other races. Collectors will cost 300 and collect 150 with a speed of 400 and controllers will cost 600. Khar Toba will cost less and can be built faster than the other races but has less HP. When you research the adv swarmer interceptor it will server as anti fighter and vette duty in the fighter class for the kadeshi, better armor, less speed, squad of 10, has 4 guns over 2. Their MBF will cost more than the other frigs due to its 4 high damage ions, ill set its HP to like 38k or something. Havent decided on the cost of the caps but their HP will be less than other teams, due to the fact that their swarmers and vettes will be far better than the other races. Anyways if anyone has anything to suggest or would like to talk about go ahead plz.

  38. #88
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  39. #89
    Well with the way the HWU race system works we dont need to remove any of the teams, even thou the mod has gotten close to 800 compiled in size but thats nothing compared to what people have as their HD space goes these days and mods from newer games require more space than this.
    EDIT
    also about the drones consider it done.
    EDIT Again
    I took some videos of kadeshi void units in game.
    Ive got shots of their MD, DD and swarmers in action, thou only one swarmer is from the void mod the others are from hw 1. Thou that being said just fighters and i have a vette added into the build list which is the MGC variant for the kadeshi team from herby guitars void mod.
    http://www.xfire.com/video/57ccac/
    http://www.xfire.com/video/57cc74/
    http://www.xfire.com/video/57cadf/
    EDIT EDIT EDIT
    Music player up and running you can now select what song you want playing in game, right now i got the key set to K which was used for diplomacy but ill try to find something that the game will accept and actually start the game. Shadowgaz got it working tks to hw lovers work but i dont know if he had hw lovers permission to use it or not, either way its gonna stay on my comp till i hear otherwise or shadowgaz tells me he had/has permission to put it in.
    Last edited by LeviathansWrath; 9th Jun 12 at 1:28 PM.

  40. #90
    If it's that music player script that was floating around on moddb. then you don't need to ask for permission as this was on "Free to use" basis for everybody.
    If it's coming of elsewhere then ye ask for it.

    The idea with the Kadesh sounds interesting but it also brings the possibility of being unbalanced. A lot of game testing with humans, ais is required in order to see how it works against other races.

    Anyway my highest compliments to you LeviathansWrath, Shadowgaz. It feels like there has been more archived in recent weeks than in the past years all together. Good work and keep working on it.

    By the way I'm curious Levi. Are you gonna use the Kadeshi Void mothership as shipyard now? It would make a perfect yard and I strongly recommend it. Also try to get away of this Khar-toba spam. Never really liked it nor in HWU or FX mod. I'm really looking forward to that music player. Tell me if you need the 3 Homeworld music files as I already did decompile em myself in mp3 format.

  41. #91
    Okay i just checked on that music player it is free, about the kadeshi i believe im gonna reduce their HP a bit further with their fighters and vettes or maybe reduce their hit rates. And lastly about that MS ill consider it, wish we had the khar toba from FX cause there arent any visual docking ports on ours. Also i went ahead and sent up a FAQ and Q&A on moddb for the mod and hopefully that will help people out to avoid crashing.
    EDIT
    Oh and before i forget again, i have the fighters done and 2 corvettes ready for the kadeshi, working on salvage vette, repair, minelayer. I alrdy have these ships hodded but not in game, after this frigates.
    EDIT EDIT
    Turned the kadeshi void ms into a giant SY, no joke on this its way bigger than the needleship X_X
    http://beta.xfire.com/users/leviathonls/screenshots
    Last edited by LeviathansWrath; 9th Jun 12 at 4:51 PM.

  42. #92
    Lol don't go crazy.. That's to large. It even seems larger than the Progenitor mothership.. Also there will be massive texture quality losses if it's to large.

    I would reduce it again. I would reduce it in size by so much that this hole on the top side of the yard is a little bigger than the needle ship it's main section.

    Just let larger ships jump in nearby like we already have it for several other factions. While only smaller frigates and fighters, corvettes leave through the ship yard itself.

    Another possibility would be to turn this model around by 90 degrees and then let needleships and destroyers leaving through the yard. But I would still reduce it more in size just enough so that the needle ship it's tail wont appear on the other side of the yard when spawning.

    Good work so far.
    Last edited by 23-down; 9th Jun 12 at 5:34 PM.

  43. #93
    only one problem with having needle ships leave it, the pointed end would stick through the ship itself :P

  44. #94
    You could adjust the spawn point letting it spawn a bit further away for example.

    But ye best thing is probably to let it like it currently is and just let frigs and smaller craft leave it.

  45. #95
    Okay i scaled the ship down to 60 percent of its size from that screenshot and it looks better this way, anyways caps will probably be hyperspaced in, thou i think i can let carriers and DDs, Md's, HC,s come out the center, needleship would look weird. Anyways 23 down do you happen to have the Taiidan Cruiser mini mod on your comp the Qwaar Jet mk 2 and vanaar JET? I got permission from Enterprise-E to include them.
    Scratch that 23 down i found them, managed to track them down in The Price of Freedom.
    Last edited by LeviathansWrath; 9th Jun 12 at 8:08 PM.

  46. #96
    What wow that's an epic news.... Unfortunately I don't.. Had em but lost em and there are no active dl links left... The Qwaar Jet 2 was one of my favorite ships.

    Ask around in the forums I'm sure somebody still has it. Back then " NT78stonewobble " in the forums here exclusively re uploaded it for me. Ask him perhaps he still has the ships. He uploaded it August 2010. So it's some while ago.

    Also like suggested above contact Lantinian on youtube ask him for his ship it's simple but yet pretty nice & represents the Taiidan very well (hw2 configured) .
    http://www.youtube.com/watch?v=b2UdmJ72fHc
    Back then he gave us permission to use it and even sent me the model but then we lost it as nobody of you saved it and I had to reinstall windows at some point.

    Idea:

    Wow then we also almost have enough ships to form a 2nd Taiidan faction for example.

    Lantinian ship + ptv corvette plus regular repair and salvage corvette gives us 4 ships.
    ptv fighters plus regular scouts + cut hw1 light defenders would give 3 fighter classes
    ptv frigate + cataclysm colony ship as rocket frigate would give 2 frigates
    2 Enterprise E cruisers (or 1 reclassified as destroyer) plus regular carrier would also fulfill this role with 3 ships
    regular harvesters plus controllers, probes etc and the 2nd taiidan race is done. In theory that is.

    But it would be required that the ptv taiidan ships get proper engine textures if they are supposed to wander into a real taiidan faction where they all have blue engines otherwise it might be looking odd. But that works only if PTV grants permission of course. Then all that would remain would be to slowly replace the last original remnants of the 2nd taiidan faction with independent new Taiidan designs.

    If you really get Enterprise E his ships in game then I suggest to make the Qwaar Jet 2 as dreadnought for both Taiidan teams or at least the original Taiidan faction (maybe you dislike the idea with a 2nd Taiidan force after all.) and put the current placed dreadnought into the Vaygr team as that ship looks more like a Vaygr-Taiidan hybrid by design than a real Taiidan standalone ship. Of course replace the Qwaar Jet 1 with the HD variant or wait till we get starscream's ships textured.
    Last edited by 23-down; 9th Jun 12 at 8:48 PM.

  47. #97
    real issue for me right now is getting my HW 2 to start, when i put the ships in and changed stuff that i needed to HW 2 wont launch X_X. Will keep trying gotta be something.
    EDIT
    reinstalled my hw 2 and got everything running thou im getting an unexplained fatal exit. Guess ill try to get one ship to work at a time instead of both.
    EDIT
    Whatever the TPOF team did i cant get the ships to work GAH!
    EDIT
    Solved the problem i needed to include the navlight folder from TPOF. X_X
    Now is it just me or are those ships not scaled right?
    http://www.xfire.com/profile/leviath...view#123893694
    Last edited by LeviathansWrath; 10th Jun 12 at 12:08 AM.

  48. #98
    Ye they seem a little large...

    I know that the ships were larger by standard 'cause in their mod they wanted everything having larger so that fighters really have to pass by for some seconds on the capitals.. Try down scaling them by 5% or 10% that should be sufficient. Vanaar1 should be exactly the same size as the current Taiidan cruiser. Vanaar 2 should be the same size as the current dreadnought within the Taiidan team.

  49. #99
    nice find 23 down now to see if it will crash or not :P
    EDIT
    works like a charm also i am uploading his ships to moddb, so there will be a copy of his ships somewhere.
    Does anyone know how to make a ship only buildable when you have a certain ship out in play, i want to make it so you cant build the other 2 cruisers untill you buiild a Mark 1 for the taiidan.
    Last edited by LeviathansWrath; 10th Jun 12 at 12:29 PM.

  50. #100
    Look how Chris did it for the Taiidan Kushan research ship. When that ship died and you had no other modules availbe research was locked. it should work the same way with having a Mk1 cruiser on the field. No Mk1 on the field means research or build options for the other 2 cruisers are locked.
    Last edited by 23-down; 10th Jun 12 at 1:34 PM.

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