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Homeworld 2 Complex 8.4.3

  1. #801
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    The cinematic button, yes I found it too - and it gives surprising effects! But I also feel that the scenery isn't focused on that what is currently going on. And I'm not sure if this feature really is 'just' is a lean-back-and-enjoy, i.e are there any control possibilities while running the cinematic machinery?

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  2. #802
    ArcTrooper1773
    Guest
    I haven't found any, but, man is it cool!

    Seriously, it seems to focus on the m/ship first, then the next most powerful attack group - like if you have 5 b/cs, it'll focus on them next... or it seems to.

    But it doesn't really focus on action ...

    And you shouldn't have control over it, because that kinda defeats the point of a cinematic, it really is a sit back 'n' enjoy

  3. #803
    Teehee
    Guest
    We like "Boring" in the first part of the game
    We, on the other hand, really really don't. Like I said, I think Complex is the best HW2 mod in existence, but if it takes nearly an hour just to get a simple CPU battle up to the stage where I'm not dying of boredom, I'm not going to play it at all. It really, really needs more game setup options about starting RUs and/or fleets. Or it's unplayable.

  4. #804
    Thorney
    Guest
    You can "boom" your economy by choosing harvest and drive modules and researching level 1 upgrades at the earliest opportunity. This provides a steady ample RU income by 30 minutes elapsed without building 30+ harvesters and still allows for a modest fleet of fighters, corvettes even platforms for defense and raiding. Its an effective anti-rush mechanism.

    Up until that point yep the game is slow paced

    I wouldn't think pacing is twice as slow as stock Homeworld, have to time it and see.

  5. #805
    I already posted what you can do if you need more starting resources:haha:
    strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.

  6. #806
    Teehee
    Guest
    You can "boom" your economy by choosing harvest and drive modules and researching level 1 upgrades at the earliest opportunity. This provides a steady ample RU income by 30 minutes elapsed without building 30+ harvesters and still allows for a modest fleet of fighters, corvettes even platforms for defense and raiding. Its an effective anti-rush mechanism.
    That's what I do. You're forced to. So not only does absolutely nothing at all happen in the first 30-45 minutes of the game, but you are completely restricted to the exact same build order and tactics every single time you play. If you don't rivet your entire attention on it, clicking the build things at exactly the right time (because you waste so many RUs on maintenance if you just queue up the whole sequence right at the start), it takes even longer, 45-60 minutes. At that point you have barely enough crew left to build any real fleet for a game with more than two motherships, and you then spend another 10 minutes building and researching crew upgrades. The mid-game is great, but the beginning is sheer tedium and completely repetitive.

    I already posted what you can do if you need more starting resources
    What I'm suggesting means that anyone can do it right from the start, without having to trawl through these boring forums to find hack-y solutions. And starting yourself with 10k RUs and then excitingly having to click and build enough resourcers ... that's not exactly great fun, either. There should be an option to have various sizes of fleet, with at least one of them including a decent sized resourcing operation (at least 4 resources and either a refinery or a carrier).

  7. #807
    OK OK, 4.2 will have these acclaimed "starting fleet" and "starting RUs" options, but not exagerated because building collectors, refineries, balance your RUs at the beginning, for me is gameplay

  8. #808
    Sarkazein
    Guest
    Quote Originally Posted by Thorney
    You can "boom" your economy by choosing harvest and drive modules and researching level 1 upgrades at the earliest opportunity...
    Unfortunately this means you don't get the Ub3r Mothership which requires Def. Mod, Attack Mod, Def. Shield, and Mega-Deth-Ray Cannon, taking up all four slots on the Mothership. This means a bit slower start, but a MUCH better rest of the game.

    Also, once you get a good resource supply, use carriers instead of controllers. Sure, they're more expensive than controllers, and you don't get RU Fusion from them, but you can stick harest modules and drive modules on them (drive mod's have AoE, right?).

    Additionally, you can play a map with megaliths and rush the megalith (still takes a while to get capture tech but once you have it you're unstoppable ^_^).

  9. #809
    Beghins,what about a resource carrier ?

    It would have 2 more resource bays for a total of 6 drop off points.

  10. #810
    ArcTrooper1773
    Guest
    I like that idea, go for it

  11. #811
    Dostillevi
    Guest
    I would actually recommend making two carriers, one specialized for ship production and harvesting, and the other specialized as a "combat carrier" designed as a support and repair vessel. It makes sense technologically too, because its a waste to carry harvesting facilities into battle if you aren't going to be using them, and likewise its useless to have repair facilities on a carrier that sits over a resource operation.

  12. #812
    Sarkazein
    Guest
    True. Though I usually make several carriers if I intend to take them into battle ^_^

  13. #813
    Dostillevi
    Guest
    Oh certainly. I don't usually take carriers into battle at all. However, if I could outfit a carrier for battle, then I certainly would. Replace the resourcing and production facilities with 2 extra module slots, a good deal more armor and a bit more speed, and you have an excellent staging platform. It would need to have a considerable amount of armor though, possibly as much as twice what the current carrier has.

  14. #814
    Improved Complax 4.2 available on the web site.

  15. #815
    I would actually recommend making two carriers, one specialized for ship production and harvesting, and the other specialized as a "combat carrier" designed as a support and repair vessel. It makes sense technologically too, because its a waste to carry harvesting facilities into battle if you aren't going to be using them, and likewise its useless to have repair facilities on a carrier that sits over a resource operation.
    Already in the works:giggler:
    http://forums.relicnews.com/showthre...ier+operations
    Most of this stuff has already been figured out and the mod is 50% complete:yippee:

  16. The Studio Senior Member Homeworld Senior Member  #816
    Not Making Lemonade Chrome's Avatar
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    I didn't see anything for troubleshooting on the site--and I happened to have downloaded 4.1 just BEFORE you put 4.2 up. X_x I'm going to be laughing at that timing now...

    Anyways my stepdad and are are HW2 mod-fighting junkies who're now bored with PDS, and wanted to try something new. So we got Complex, and started playing on it. However, all the ship graphics in the menus have been replaced by glaring white squares. There are also 4 little white squares hanging over the control and information area at the bottom of the screen.

    I'm not sure what we did wrong to misplace those graphics. Everything else seems to work fine otherwise. It's just those missing menu graphics, and it distracts from the enjoyment of the game.

    Does anybody else have this problem, and what did they do to fix it? Thanks.

  17. #817
    Sarkazein
    Guest
    Didja get 4.2? It's supposed to be fixed in 4.2.

    beghins:

    Great work on 4.2! The game start options are much appreciated.

    One thing: The modified default player config included with the mod makes it so whenever I try to change options I crash to desktop. Removing the new playercfg.lua and using the default one form the game fixes the problem and still lets me play with no problem. What exactly was changed in the new playercfg.lua?

  18. The Studio Senior Member Homeworld Senior Member  #818
    Not Making Lemonade Chrome's Avatar
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    Okay, that's what I was wondering.

    I'll get 4.2 and see if that resolves the problem. Thanks. Was gonna get 4.2 anyways.

  19. #819
    Dostillevi
    Guest
    Wow.

    I just played probably the best game of Homeworld 2 ever! I was playing on the map Lonely Islands against 3 expert computers. Two were Vaygr and the other was Hiigaran. I was playing as Hiigaran.

    Because of the map setup, every player was able to build large fortifications around their resourcing operations, and I was actually able to set up a production facility independent of my mothership, which I then took, along with my 6 battlecruisers, to go clean up the map.

    Of course, it wasn't that easy. Both CPUs on either side of me attacked constantly, and I was able to fend them off largely due to Shiry fighters, ion cannon turrets, and sniper frigates, while I was building my battlecruisers. I build somewhere around 80 platforms, and maxed out my population cap at every level except the last! I actually used up my entire first resourcing operation and spent in total almost 600,000 RUs.

    After I got 4 battlecruisers out, I went on the offensive. The Hiigaran CPU opposite me on the map and I both attacked the Vaygr player on my left at the same time, and the resulting battle was epic. I watched most of it in cinematic mode, which was absolutely awesome. I got some great screenshots, but nothing would compare to the sheer power of watching the battle. There were my 6 battlecruisers, the Hiigaran CPU had 3 battlecruisers, the Vaygr we were attacking had 3, its flagship, and two shipyards (among many other smaller ships). The battle only lasted about 5 minutes, and I only lost a few Shiry fighters. :guitar:

    After that, I mopped up the Hiigaran and the battle was over. I guess someone else killed off the other Vaygr CPU. For a good part of the middle of the game, I had 3 carriers, my mothership, and two shipyards pumping out Shiry fighters, sniper frigates and ion platforms (and battlecruisers). Wow what a good battle!

    Ok, now its 3 in the morning and I have classes tomorrow. Goodnight, and thank you Beghins!!!

    Oh yes, and one more thing. Thanks for putting in the option to start with 5 resource collectors. This gets past the resource collector building stage without otherwise affecting the game. This basically cuts off at least 20 minutes from the total game time, most of which was spent doing almost nothing. I didn't mind it before, but being able to get going faster is definitely a plus!

  20. #820
    skyraiser9
    Guest
    Wow, so far in this mod, Im the one being mopped up. Im usually able to play the computers on Expert Mode, but with Complex I have to put it on Hard and Standard. The AI just seems to get technology impossibly fast. The vagyr always have multiple Battlecruisers by the time I have Ion destroyers.

  21. #821
    Dostillevi
    Guest
    Yea, you have to play defensively. Here is my approximate build and research order. Modules and production facilities are built simultaneously with research and production if RUs allow. Resourcers always get build priority:

    8 resource collectors
    harvest control module
    3-6 more collectors, depending on asteroids
    mobile refinery
    platform control module
    6 gun platforms
    capital ship facility
    research station
    first research module
    recycle
    6 more gun platforms


    um, ok its hard to explain multiple build queues. Basically just play defensive, always upgrade mothership armor, defenses, and weapons asap, get the mothership defense field asap... use a lot of platforms, especially ion cannon platforms once you can get them. I recommend sniper frigates, and I don't build any fighters or corvettes until I can get Shiry fighters. Focus on a few key ships, otherwise you won't be able to effectively upgrade.. I usually go with the Shiry for a fighter but I don't build it early, flak frigates early on, along with a ton of platforms, missile and sniper frigates later on, sometimes destroyers but more commonly ion destroyers, and then battlecruisers.

    oh yes, and later on, use the recycle function to remove the harvest module from the mothership and replace it with something better. If you want to make the mothership into a flying fortress, I recommend both defense and offense towers, the drive system, and the repair system. If you focus on upgrading the mothership, you can beat any number of computer players simply using the mothership itself as an offensive unit. I once was on the brink of death, with just a sliver of health left on my mothership and no supporting units at all, and I managed to come back and wipe out 2 expert computers using only the mothership.

    This mod is the only way I can play homeworld and not feel like "this is a cakewalk."

    With vanilla Homeworld 2, it takes 3 expert computers on a team to put up a fight....

  22. #822
    hipbear38
    Guest
    I was just wondering if there is a why to use custom maps in this mod

  23. #823
    Legion116
    Guest
    beghins, you and your mod team have outdone themselves. You guys should take a break. :3d:

  24. #824
    Sarkazein
    Guest
    Dostillevi:

    If you want a REAL flying-fortress Mothership get Offense Module, Defense Module, Shield Module, and Super Ion Cannon. Fully upgraded (especially with the drive upgrades) your Mothership will maneuver around almost like a frigate (not to mention just hypering it in with a nearby carrier or something). Once you reach the enemy's base or battlefleet pop on the mothership defense shield and have the mothership target any thing destroyer or larger (B.C.'s first, then destroyers, then carriers/shipyards) whilst keeping the rest of your fleet behind the shield as much as possible. The fully upgraded heavy ion cannon on the mothership can kill an enemy mothership in a single blast, and, by the same token, anything else capital class. Only problem is you have to be looking just to the left of the target so your cannon can fire. But... yah... the cannon is incredible.

    I usually use my Mothership as point-defense so the enemy will throw its forces at my mothership. Once I have Improved Defense I can handle almost anything, and around that time I'll also have the mothership shield.


    hipbear38:

    Not really. Complex requires quite a large ammount of resources and your average map probably won't have enough. That, and the mod doesn't allow custom maps by default. You'd have to ask beghins about how to convert a map to the mod.


    beghins:

    I've noticed something else. My sniper frigates seem insane. I usually build them for point-defense and general assault use, but they don't seem to understand the concept of defense. Any time an enemy comes into their range, they immediately go after it for forever, and this often becomes a problem given that the enemy is rather fond of defense-field frigates.

    Also: The viper Missiles seem to have a mind of their own. In my last match, I told them to attack the enemy shipyard, but right before they hit it, they all broke off and attacked the two destroyers firing at them, and then proceeded to attack the enemy mothership. I lost all control over them. Not that it mattered... The enemy fleet was completely destroyed. Still, why did they break off from the shipyard and attack the other stuff?

  25. #825
    Sarzakein,
    I've noticed something else. My sniper frigates seem insane. I usually build them for point-defense and general assault use, but they don't seem to understand the concept of defense. Any time an enemy comes into their range, they immediately go after it for forever, and this often becomes a problem given that the enemy is rather fond of defense-field frigates.
    Also: The viper Missiles seem to have a mind of their own. In my last match, I told them to attack the enemy shipyard, but right before they hit it, they all broke off and attacked the two destroyers firing at them, and then proceeded to attack the enemy mothership. I lost all control over them. Not that it mattered... The enemy fleet was completely destroyed. Still, why did they break off from the shipyard and attack the other stuff?
    thanks...

  26. #826
    Dostillevi
    Guest
    Sarkazein:

    Naturally the mothership also has the defense field and cannon. I sort of assumed those, since they have their own module slots. For a while I tried that enemy ship disruptor module, but its not as useful as the repair module. I've had my mothership faster than battlecruisers on several occasions, and those tango mines can never keep up! I've never played a human who can also build the cannon though, so I bet my strategy would change if I was going up against a mothership that could fire back!

  27. #827
    I think to match the Vaygr MS,there should be an upgrade to refit it with some really large gunturrets.

    I'm rehodding a Vaygr MS with alot of gunturrets.

  28. #828
    CDub48
    Guest
    wut is a heavy transport suppose to do any way?? just wondering.

  29. #829
    Isul
    Guest
    At last with 4.2 I can play Complex absolutely lag free. Thanks for the kind support benghins.

    However there are two things that dont work well:
    - Most of the maps crash to desktop, I can only play eliptic assault and 2-3 others
    - When I load a saved game, the background image changes every time I load

    Finaly I had two small suggestions for dock/launch system:
    - allow frigates to repair inside capital ship bays and dock inside.
    - have the 3 diferent chassis (fighter/corvette/frigate) occupy dock slots according to chassis, example: fighters 1 slot, corvettes 2-3 slots, frigates 4-5 slots, thus balancing the matter


    PS: does anyone else thinks that the minegun corvette is a bit high in hit points? (almost 3000)

    thks

  30. #830
    FleetCommand
    Guest
    Greetings, Behgins

    I just read your fierce reply. Thanks for your comments.

    Know that, like or dislike, I'll do the following as I always did:
    1. I'll give feedback on Complex, in spite of your discouragements.
    2. I'll be frank in my feedback. (But I'll try to be polite as well.) I'm a developer with short supply of time, not a writer or speech composer.
    3. I'll be honest in my feedback
    4. I'll recommend Homeworld 2 Complex to everyone I think interested.
    5. I'll not retreat from my word. (If my word were rude, I'd apologize. If my opinion were wrong, I'd stand corrected. But I WILL not retreat.)
    6. I'll not resent from your words.

    I will also write a complete manual to Complex as soon as I finish with MODAR Part 2 and return from my business trip. I'll do it either way, you like it or you don't like it.


    Now let me explain something. What in my post made you resent? "Looks like I'm a better coder…" part? I admit I was excited: I had solved my problem with the mod all by myself, and made it to work in my 1.0 version. Long if it did take, but few people here did so. I confess that there is no proof that I can be a better Homeworld 2 script coder, or the other way around.

    Complex 4 is a remarkable mod and has too many good things. But too much of a good thing even if wonderful, but can spill trouble, since the more you have, the more you have to manage.

    With Respect,
    Fleet Command.
    Last edited by FleetCommand; 31st Jan 06 at 4:07 AM.

  31. #831
    heliothis
    Guest
    lol, what's with all the politics? Its a game!!!! It's just a game!! something to waste a few hours of your life on when you have nothing else to do. Damn chill people.

  32. #832
    Dostillevi
    Guest
    Fleetcommand: Good to see you back... I think the complexity of any particular game depends on the target audience. Homeworld 2 was made relatively simple, and Complex is, of course, complex. The target audience here is gamers who can appreciate and manage that additional complexity. I personally have no trouble managing the additions Complex makes, but I know other's do have difficulty on occasion. That is what the moderate and hard CPU difficulties are for.. so you can learn to play effectively. Combined with the new starting options, there is opportunity for players of many different skill levels to enjoy this mod.

  33. Homeworld Senior Member  #833
    Lord Emptiness Void's Avatar
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    Romania
    Ehmmm... this thread has 17- 50 post/page ..ehm.. pages. Is there a fix for the stuttering issue?

  34. #834
    Sarkazein
    Guest
    Void:

    Yes. Download 4.2 and read the special instructions in the readme.

  35. #835
    Dostillevi
    Guest
    I don't know Isul.. it wouldn't make much sense for a carrier to have frigates docked... and the mothership doesn't look like it could hold more than maybe 5. What are you getting at with this suggestion?

  36. #836
    Fusaiyuki
    Guest
    - When I load a saved game, the background image changes every time I load
    Not necessarily a bad thing...

    I quite like it

  37. #837
    FleetCommand
    Guest
    ^ Great feature! How can I do it in my mod too?

  38. #838
    We've discovered bugs in icon dimensions, harvesting, engine trails and battle balancing.
    Improved and definitive Complex 4.3 release available this week end.
    If you encounter bugs any help will be appreciated.

  39. Gamers Lounge Senior Member General Discussions Senior Member  #839
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
    Join Date
    Dec 2005
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    Under the Sea
    Quote Originally Posted by adamstrange
    Already in the works:giggler:
    http://forums.relicnews.com/showthre...ier+operations
    Most of this stuff has already been figured out and the mod is 50% complete:yippee:
    iid love this mod, notify me as soon as ur redy for beta or anything! this is the mod ive been waiting for!!!!! yeyeyeyeyeyeyey :yahoo:

  40. #840
    Dostillevi
    Guest
    Beghins:

    A few bugs you didn't list.

    1: Vaygr corvettes fly apart when told to guard a ship.
    2: marine frigates often crash into their targets, destroying both ships.
    3: the hiigaran CPU never builds or uses the big ion turret on the mothership.
    4: The hiigaran CPU places too much emphasis on building a lot of battlecruisers rather than upgrading them once they exist. I don't know how many completely unarmed battlecruisers I've destroyed, but its been a lot. And the CPU often attacks me with these flying hulls of ships.. completely useless!

    hope this helps!

  41. #841
    Dostillevi:
    1: Vaygr corvettes fly apart when told to guard a ship.
    Which type of corvette?
    2: marine frigates often crash into their targets, destroying both ships.
    This is caused by the drive/speed upgrades of the Capital ships...
    3: the hiigaran CPU never builds or uses the big ion turret on the mothership.
    OK
    4: The hiigaran CPU places too much emphasis on building a lot of battlecruisers rather than upgrading them once they exist. I don't know how many completely unarmed battlecruisers I've destroyed, but its been a lot. And the CPU often attacks me with these flying hulls of ships.. completely useless!
    OK, are you speaking about Hiigaran or Vaygr?
    hope this helps!
    Sure, thanks

  42. #842
    marine frigates often crash into their targets, destroying both ships
    You know i like this too happen more often.

    An upgrade to make the Marine Frigate more accurate so that this would not occur.

    Some other ideas that would be really cool if it could be done:
    Since Beghins implimented crews into the game could it be possible to code into Complex a sabotage ship ?

    In the game ORB you also have crews and need a certain amount of crew members to fly the ships and research new technologies.

    An enemy however,can send in spies to sabotage the reseach process to slow it down and usually in the process some crew members are killed,slowing down the process even further.

    So would it be possible to create a new ship,the Sabotage/Covert Ops Frigate that would employ cloaking technology and insert one team into any capitalship and this would either:

    Slow down research,
    Remove a researched item [10 min before it can researched again],
    Kill off crew members,
    Disable engine drives,
    Remove ru's,
    Covert Engineering*

    These frigates could only be given one covert technology each and a message would be text on the screen telling the player what was sabotaged in his or her fleet though it would also look cool if you saw an explosion on that capitalship after the act was commited.

    The other idea from ORB is a capturable technology.

    This would require the Covert Engineering* upgrade and the way this would work is it would use the same principle as the Marine Frigate.

    The Frigate would dock with a capitalship useing the MF beam but instead of capturing the ship,it is stealing the data to build,lets say, the Hiig's MS IonCannon.

    After and if the ship is successful you would hear a message "Commander, we have the blueprints,data transmission has now begun" and now you would be able to research and build a Vaygr version of the Hiig MS IonCannon but it would be just as powerful,fire faster and you would be able to build 2 of them.

    Or after the ship is successful you would hear a message "Commander, we have the blueprints" then the frigate would have to make it back to the MS and enter it,followed by the message " data transmission has now begun" and then you would have the Hiig MS IonCannon technology.

  43. #843
    Dostillevi
    Guest
    I was more concerned about the "kamikaze" ability of the marine frigates. They aren't worth that much themselves, but if you can use them to destroy a mothership (its happened to me!) then they unbalance the game. If a ship gets destroyed from impact, it should only be the marine frigate, not its target.

    I like the idea of a covert ops frigate, but I don't think Homeworld is the right game for it. Using such a frigate would take more effort than its worth, and from my experience a game of homeworld isn't long enough for the benefits if the frigate to make much difference. As much as I'd like Homeworld to be expanded into a much larger game, it currently is a very simple match based game.

    If anything, I'd like someone to build a seperate aspect of homeworld that expands the battles beyond a single skirmish. This would play like Heagemonia, or Imperium Galactica II, or Master of Orion III, but when battles in this game happened, you would go into the homeworld game engine to fight them. This would be possible by having this new game write map scripts based on the game content.. I believe this can be done. Starting fleets would be based by fleets on the universe map and such, and the backdrop and asteroid configurations would be based on other characteristics of the universal map. Of course, this would be a huge undertaking, and I doubt it will be done. I love playing games like those I mentioned, but their greatest weakness has always been fleet combat. Ah well, just a few of my dreams....

    Beghins:

    Only the corvettes added by Complex, I believe.

    I was talking about the Hiigaran use of battlecruisers. The Vaygr battlecruisers already have all their weapons when they are built (I believe).

  44. #844
    Sarkazein
    Guest
    I've also begun to notice my fighters and bombers kamikazeing into frigates and the like... kinda annoying to lose an entire squadron of bombers when they accidentally impact their target ^_^

  45. #845
    Dostillevi
    Guest
    I've noticed the same. It is annoying.

    I just played a game as the Vaygr, and I'm excited by how different the gameplay is. I'd like to see it even more different, though, and I had the idea of having "AI" upgrades for the Vaygr that reduce the number of people necessary to pilot certain ships. That is, researching the frigate AI upgrade would reduce the number of people necessary to fly a frigate from 8 to 6, and a future upgrade could reduce it to 4. One reason I suggest this is because the Vaygr tend to require more people per unit in fighters and corvettes than the hiigarans do, and they currently have no chance against a Hiigaran player in the late game. (I mean a human Hiigaran player, I still dominated while playing Vaygr... and actually I destroyed my friend who was playing Hiigaran.. I hit him with 3 battlecruisers and several destroyers when he was just pumping out his first destroyer :nod: )

    Secondly, the Vaygr have nothing comparable to the Hiigaran sensor ping. This makes finding the enemy in the late game very hard.. and boring. Some CPU players decide to run to the bottom of the map, occasionally moving off the game area. The only way to get to them if this happens is to follow one of their resource collectors. (If they are collecting debris, you can find the moving debris to figure out where the CPU player is hiding, because the debris shows up even if you don't have sensors in that area.)

    If you do anything at all for 5.0, it would be awesome to see the Vaygr get some more attention!

  46. #846
    Isul
    Guest
    The idea behind having frigate-hull vessel dock inside the supercapital ships is, primarily, to allow them to repair, like in previous HW titles. If possible, it would also be interesting to have them dock to receive upgrades (with a refiting time like Cataclysm). The only exceptions for this would be the carrier/shipyard/mothership-flagship, since they have production and harvesting capabilities.

    This would make the resource collector repair ability as something of a "battlefield emergency repair team". Why shouldn't a vessel have the ability to dock with a facility that can build it?

    In regard to having frigate dock inside a bay like fighters and corvettes, I think it could provide an interesting array of new options:
    - imagine a carrier equipped with a jump drive and a stealth field, with two emp scouts and a marine frigate inside. It would make and incredible black ops team.
    - the ability to dock in and jump out with 2-3 heavy missile frigate could also make good long range hit-and-run techniques.

    Other ideas
    - make the marine/infiltrator frigates able to capture resource collectors and mobile refineries (never understood why these vessels cant be boarded, unlike previous HW title where resource hijacking was a fun and viable option).
    - allow the marine/infiltrator frigates target module subsystems, and instead of capturing the ship, scuttle the module and receive half its build cost (an alternative idea for covert ops)

    PS: by the way, can someone tell me what is the difference between the "drive" and "speed" upgrades?

    thks

    :cata:

  47. #847
    Thorney
    Guest
    drive = acceleration and turn rate
    speed = maximum velocity

    The drive and speed upgrades do add some rough edges, not sure if its just building the drive module or that and researching speed upgrades but afterwards you'll notice fighters and corvettes emerging fresh from the MS with 5%-10% (collision?) damage. Resourcers can't dock if the MS, carrier or BC is in motion. At higher Higgy MS speed upgrades, fighters and corvettes can't emerge at all from a moving MS, they pop out a bit and get stuck, still turned sideways, like flies on a windshield

    This isn't exclusive to Complex, you see it in other mods that modify speed significantly, even Cataclysm mods.

  48. #848
    CiPiK
    Guest
    Wau super!!!!!!!!!!!!!!!!!!
    i have PDS and complex and it s running
    but i must have 2 icons on one game, but it´s running, huuurrrrrrraaaaaaayyyyyyyy
    HomeWorld2 forever

  49. #849
    Dostillevi
    Guest
    Thorny, I think the "damage" you are seeing is really because you have built the mothership defense tower. This "increases" the health of all nearby units, but really it only increases their maximum health. Fighters are still built with their initial health level, and since they can't repair outside of a vessel (when they're in a vessel the defense tower health upgrade doesn't apply), they will always appear damaged when they are around the mothership. Test this by flying them away from the mothership.

    Beghins: I suppose this is actually a bug, but I hadn't thought of it that way before. When a ship enters a field that increases its health, its actual health should be increased along with its maximum health. Otherwise fighters and corvettes never get the benefit of the defense tower, and capital ships have to "repair" themselves to acheive its benefits, which of course they loose if they fly away from the mothership. I suppose its ok the way it is now, but it could be better.

    Oh, and one more idea: Imagine a "radiation" frigate that has a field around it that causes damage to enemy units, much like a radiation cloud. If you own the vessel, you know what frequency of radiation you use, and you have all of your own ships coated in a special protective armor that blocks that frequency. If you've ever seen star trek, their shields work on a similar concept. If you know the frequency of the shields (in star trek), you can shoot and move through them, but otherwise they are impenetrable. In Homeworld, this would mean that your own vessels would not be hurt by the radiation frigate, while enemy ships would be damaged and eventually destroyed.

    This would also suggest the option of radiation defense upgrades. These upgrades would either increase the intensity of that player's radiation ships (like upgrading a traditional weapon), or would increase the general resistance of ships to radiation. The radiation defense upgrade would simply reduce the amount of damage radiation causes.

    I suggest this because it would add a new and easily playable aspect to the game (assuming a radiation cloud can be fixed around a ship). Such vessels would have very minimal weaponry, but they would make effective escorts because fighters would be extremely susceptable to the radiation. Of course, the radiation cloud would have a shorter range than traditional weapons, maintaining the usefullness of normal excorts like flak frigates.

    Other possibilities for this radiation include short range hull defense upgrades that are designed to hurt other vessels extremely close by (I'm thinking marine frigates). This, a ship equipped with the hull radiation defense upgrade would be much harder to capture.

    Finally, you could research the radiation upgrade for probes, but give it a wide area of effect and low damage. Basically just enough radiation that it would kill a fighter squadron from the time it entered the field to before it could kill the probe. Of course such an upgrade could be abused by overlapping probes, but you could balance that out in many different ways. I suggest this because probes are currently an extremely easy target with few (no?) upgrades.

    And finally (again), these ships would be very easy to play with, and the research trees they'd add would be straight forward. This would simply add another dimension to the game.

  50. #850
    Member
    Join Date
    Jul 2005
    Location
    The second satellite of Alpha Centauri B

    Boom!!!




    Unfortunatly I was trying to capture it at the time.
    Anyways I thought it was cool enough to post.
    This is what'll happen if you fall behind in drive and speed upgrades
    The BC was going up while the carrier was moving forward to get out of the way. So the BC is almost all the way through it now. Funny thing is, it only took the BC down about 1/6 of it's health.
    Another Idea came from this though. Can you make it so that if ships collide like this, any subsystems that get 'squished' get damaged or blow up? That and (maybe already possible) can Viper missles strike subsystems?

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