that is a FREAKIN GOOD idea!!
that would make this mod fun and unique
that is a FREAKIN GOOD idea!!
that would make this mod fun and unique
Well thats what FSNA is all about.
v0.21 now ready for downloading:
http://www.game-warden.com/fsna/mod%...NA%20v0.21.zip
Currently? None I bleive (alltough I put it for download). I was planning to put it in Chapter 3 of my campaign.
I'm testing 0.21 now, looking good so far, capital ships weapons power is perfect &
Less missile fire rate is also nice.
Edit: Bug found, Leviathan cost is 400 RU, I guess that it should be 4000.
I think that we should cut some armor from shivan cruisers:
Cain- 45 000 (from 50 000)
Lilith- 155 000 (from 187 500)
Last edited by mr. WHO; 29th Mar 05 at 9:33 AM.
what is new?
Oh, and once you are totally done with this mod, do you plan on upgrading the ships to the new models made possible by the FSSCP?
here is an example of something updated on the Orion:
http://www.xs4all.nl/~joost5/bastion/bastion7high.jpg
Last edited by Mad_Barber; 29th Mar 05 at 4:46 PM.
mr. WHO - opps, don't know how I let that slip by. The Cain (20000 hp) and the Lilith (75000) are set to the same hp values that are in the tables, I don't know how they could be diffrent for you.
Mad_Barber - v0.21 is a bug fix version, fixed the cap ship weapons, fix most of the build costs, fixed the number of missiles being fired, that sort of thing. As for the high poly ships, we will start importing them once we get all the models done from the orginal FS 1 & 2. We might release it as a high poly version for people whos computers can handle the high qulity models while people whos computers aren't up for it can still use the orginal version.
Awesome, just the answer I wanted, can't wait!
Opps, sorry, ignore my upper post, my old HW2 profile was playng tricks on me, new profile is working fine (with normal HP of shivan cruisers).
hehe, just being reading though the whole FS 3 and Derick Smart thread, for me it's a good laugh but for anyone who was at HLP when it happened it's somewhat diffrent:
http://dynamic4.gamespy.com/~freespa...t&pagenumber=1
Just goes to show how powerful the FS community is.
Just a question; how are you going to set out the Races, i mean, i'm all for keeping what you have now, but shouldn't the GTA & PVN's units change when the time period is altered? Moreover, i was wondering if you lads were going to make the PVN Side into a PVN/GVA Side, where the units simply change allowing you to get the more modern units of the Great War, i mean, there were indeed skirmishes between GTA & PVN units during the Great War (HoL), so, yeah, are you going to keep the more advaned units of the period (ie. Herc, Ursa) to the GTVA only, or are you going to open them up for the GTA & PVN to use them with the Great War period selected?
you know what that was just what I was working on, depending on the time period depends on what ships each race can build. For races like the GTA and PVN which only really have a role in 1 period so they more or less change depending on the time period as well. Below is a table of how the races change between the periods:
[T-V war] [gw 1] [rebuilding] [gw 2] [post capella]
GTA GTI NTF NTF <undecided>
PVN HOL HOL rement <undecided> <undecided>
no use GTVA GTVA GTVA GTVA
no use Shivans Shivans (limited use) Shivans Shivans
Why doesn't it want to keep my formating? Oh well hope that you get the idea. I am open to ideas from the periods when these races are not used.
Sides like the NTF and GTI should really only either be single player, or possibly Research Options from a base GTA, as in, you select GTI and you can research either GTVA, NTF, GTI, or even something you left out, Special Operations Command (SOC). As i was saying, you'd chose a base race (forgive the rhyme), and then immediately have the option of selecting one of the FS Canon factions, so if you choose GTA straight off, you immediately have the option, given the time period you chose, to choose a sub-faction, like NTF, GTI, GTVA, etcetera. These sub factions could have no major alterations to the side, but give you a couple of extra units (like the Hades for the GTI, or the Iceni for the NTF), that is, if you haven't already got a plan anyway...
In terms of ideas for your undecided areas, like i said, you could use the SOC, GTVI (Galactic Terran Vasudan Intelligence), other than that nothing comes to mind, it'll probably come down to your making some sides up, like an SOC Variant for the Vasudans or something...
GTA(T-V war)/GTA& GTI(GW-pure terran fleet)/GTI(reconstruction)/NTF(FS2)/???(post cappela)
1) T-V war period
GTC Fenris & Leviathan (GW refit)
GTD Orion (GW refit)
GTSC Faustus (GW refit)
Support ships (TV refit)
All Fighters & bombers from that period (T-V war refit)
2) Great war
No change to capital & support ships
GTD Hades (GW/reconstruction refit)
All fighters & bombers (GW refit)
3)Reconstruction period
No change to capital ships & support ships
GTM hipposrates, GTT Argo & GTFr Triton (reconstruction period refits-namely early flaks)
All fighters & bombers + Loki & Zeus (slow refiting with subahu & prometeus R and early FS 2 missiles)
4) FS 2
NTC Fenris & Leviathan (FS refits)
NTC Aeolus, NTCv Deimos, NTF Iceni
NTD Orion (Fs2 refit)
Old fighters/bombers + myrmidon & Zeus (FS2 refit)
||||||||||||||||||||||||||
PVN(T-V war)/PVN&HoL(GW pure V fleet)/ HoL remnants(reconstruction)/ ?????
1)PVC Aten, PVD Typhon (GW refits)
Support ships (TV refits)
Fighters Bomber (TV refits)
2)No changes to Capship & support ships
Fighters Bombers (GW refits)
3) no changes
Fighers with old refits (with one exeption, no Prometheus cannons)
||||||||||||||||||
Nothing(T-V period)/GTVA(GW-joint fleet)/GTVA(reconstr)/GTVA(Fs2)/GTVA(post capella)
I’ll do this later
As for shivans it’s easy shivans, shivans, shivans……
Last edited by mr. WHO; 30th Mar 05 at 10:52 AM.
shouldn't the Hades go into the Reconstruction period?
Well it so big that it must be consructed during GW (prototype), during reconstruction it was propably only modified to support beams.
About 0.21, it looks like the power of capships canons vs fighters/bomber and other capships is perfect. They are not mass killers of fighters (you have to use a wall of cruisers to stop attacking bombers or wait for flak cannons and AAAf), anti capital torpedos used by bombers may be little too powerful but I think that after implementing anti missile system to FSNA it should be perfect. Well done ballancing Duelron, well done.
Edit: Bugs report:
1)Leviathan cost is set to 400 (I guess that It should be 4000)
2) Resourcers don't want to collect junk from battlefield (they are docking and undorking to debris)
What do you planning for next relase??
Well I know that this is a secondary problem but it would be nice to have a rotating radar panels on terran cruisers and Orions.
Very need thing is to have a repeair points on capships
Do you decided which support ships (aka freighters, science ships, transports) functions?? (well my imagination failed at freighters, but science ships could be good early AWACs ship-long sensor range + medium range HW2 fire control module)
We should ask Terran-Vasudan war project for some civilan models, maybe they have something good for mobile refinery replacement.
Last edited by mr. WHO; 30th Mar 05 at 11:35 AM.
Just tested 0.21. Leviathan cost 4000. I am sure it was 0.21.
Weard things, this means that I have to reinstall HW2 and see if that'll help.
Edit: hurrayy, I don't have to reinstall, we're both right
GTA Leviathan cost 4000 but GTVA Leviathan cost 400![]()
OK. I didn´t play GTVA only GTA.
Mefusta - nice idea, but the player makes that decsion before they start playing, also it would be a pain in the ass with the AI. Other reson for this in MP is so players can use those sides special ablities, eg the GTI's addvance RD teams and the Hades (i just want to see the Hades take on the Lucifer), the HOL's fanticial kamikaze squads and so on. After play with these would you want to lose the ablity to use them in MP?
The GTVI sounds to much like the GTVA, both Vasudan and Terran in the same race (in terms of HW 2). But the SOC as far as I can tell was all most terran only, I will want to check it out more frist, but if that is so then they will most likely be used for the post capella period. I am also not one for just makeing up groups for these unused spots. I'll have a talk to a few people and see what I get.
mr. WHO - the transports do that as they don't have anywhere to take the scrap after they get it. The leviathan bug has being fixed now as well. I was typeing up the great list of things that were planned for v0.25, but then firefox died on me and I lost it, this is my 3rd time writeing this post by the way. Meh I am tired now, can't go on about the uses of all the ships and so on.
mr.WHO - *Well I know that this is a secondary problem but it would be nice to have a rotating radar panels on terran cruisers and Orions. -being worked on for v0.25
*Very need thing is to have a repeair points on capships -being worked on for v0.25
*Do you decided which support ships (aka freighters, science ships, transports) functions?? (well my imagination failed at freighters, but science ships could be good early AWACs ship-long sensor range + medium range HW2 fire control module)
-feighters are going to collect cargo containors for RUs (either returning them to a insterlation or a subspace node that is friendly. Science craft will be doing the addvance research (like researching new ship types) while destroyers and insterllations research upgrades for current ships, this is so if the player loses their science craft they are still able tp upgrade their current fleet. Trasnports are going to become the workhourse for the non combat duties such as repairing (as seen in FS 1 & 2), specialy outfited versions for harvesting RUs from planetoids and boreing duties (need to be used in large numbers agesnt a insterlation or destoryer). The fighter suport ships at this stage are not likly to be used right new, but we will look into how they can be used at a latter stage (problem is that is that we can't use any form of ammo system, ships have unlimited secondary weapons). Your idea for the science craft is also intresting, but at this stage the stock Faustus is being used for too many things; if we can replace the terran comm station with something else to free the Faustus from this role then we can most likely be able to use it as an early AWAC ship for the GTI (it's their sort of thing, spying from afar to then conducting a sugical strike on their target(s)).
That extra bit of detail that I ment to type yesterday is no typed, did everyone find out that HLP had in fact not being taken over by an0n? It was a april fools joke done by the admins there, yes they are mad thats why you should goto www.game-warden.com which is were our main forums will be located after v0.25.
If things become too strained for the good ol' Faustus, you could use the GTSC Gallileo over on Hardlight, it looks pretty sweet, and could be used as an advanced Science vessel in the FS2 & Post Capella Eras (maybe even the Rebuilding Era) as a replacement for the Faustus in researching new ships, leaving the old girl for things like Comm. Stations or Primitive AWACS until the GTA Charybdis & GVA Setekh can take over...
I was thinking of using the Gallileo as an advance research ship, it looks the part. But it might have to doble role like the Faustus. I would like to have ships that look the part, the Fanustus has been used as a comm station before so i don't mind using it now but we need more new ships for the other races and time periods (namely the PVN they are with out both a research ship or a comm station at this stage).
Otherwise Phelan is HODing again after a short brake and will be posting pics of the GTI Arcadia soon, also we are working on the HODs for all the missiles that are in FS 1 athough they are producing problems.
shivans do need AI,tired of watching shivan allies do nothing but build 2 bomber squadrons and 2 cruisers..
"You just can't help but notice the irony when someone says "Get a life" in a online message board."
![]()
well if they do build things then the AI in fact it working, to a point. The AI is one of a few things that haveing been bugging me in how they are not working correctly, rest asured that they are being worked on.
incorrect wording on my part;meant it needs to be worked on/fixed
bump time:
Ok there has been a slight change in plans for v0.25, it will now inclued FS 2 configs for ships all ready in game; yes that means beams. We also appear to be with out a HODer that this stage, this is the main reason for the delay and change of plans. So if anyone who is experienced in HODing and wants to help post "I" now. We have a ton of ships to be HODed, from ships with 20+ turrets (animated and gimble) to fighters with 6 weapon hardpoints.
Hmmmm, the Beam originating from near the Orion's bow looks like it might be a Slash beam (the pussiest beam weapons ever created :P), would i be correct...?
Even though I was only recently introduced to FS. I became an instant lover. I don't care if it is crappy, I WANT IT!
Incorrect, the Orion's bow beam turent is a BGreen the second most powerful terran beam. The second beam that can be seen is the aft more terran slash and it's not the most crapy terran beam; if you want that then you should look at the SGreen.Originally Posted by Mefusta
Ah, good to know...
...Also, have you done anything with the Beams themselves, as they seem to wave around a bit much in v0.21 (at least from Luci of course), i'm just pointing this out as Beams in FS2 never tend to move around a lot (aside from the Slash Beams that is), as they tend to concentrate on a single area, presumably to penetrate armour and do the maximum amount of damage. Anyway, i was just wondering if this issue has been addressed...
That would be due to interloping and the random target box systems that HW 2 uses. I need to look at it as a BGreen will interlope (what the slash is ment to do) more then what the slash does. I think that it also has something to do with animated turrets as well, anyway it will be one of the last things that I get a chance to alook at before i head north for a school excursion.
SGreen was fitted to Leviathans and is not slashing/weakest, the weakest is the LTerSlash found on Fenris Cruisers.
Looking forward to 0.25![]()
Try looking at the FX editor im sure you can make beams jitterbug about the place.
SGreen is the weakest because it have the longest delay from one shot to another,
LTerSlash do more dammage in longer period of time (2-3 min I'm ot sure)
A beam is a beam is a beam. They HURT.
Might i inquire, are you going to keep Luci as a starting vessel for the Shivans? I mean, even when you're the GTVA with two honking destroyers, good ol' Luci can still decimate all in her path, so how about making the Lucifer buildable (say, 15,000 RUs or there abouts) and take about Four to Five minutes to build, that way, not only is it a lot more balanced, but you can leave the GTVA side with only 1 destroyer (two just seems to be one too many)...anyway, i'm sure it's been suggested before, just wondering if you'll be doing anything...
FS mod v0.2 don't work. When I start the game it crash. I'm extract FNSA.big and found error in data:ui\newui\shred\missionselect.lua
{
type = "Frame",
BackgroundGraphic =
{
type = "Graphic",
texture = "Data:LevelData\\Multiplayer\\DefaultMapThumbnail.tga",
textureUV =
{ 0, 0, 484, 388, }, },
position =
{ 3, 3, },
size =
{ 242, 194, },
name = "frmgr1mmapbtga", },
},
File "DefaultMapThumbnail.tga" not exist.
Mefusta's idea is a very good one, at least until Duelron gets the Arcadia up-and-running for the GTVA (dunno what he has in mind for a Shivan homebase/Installation)
Would it be possible to make the beams flicker like they do in FS2?
Or is that not do-able on this engine?
It should be do-able. In SW:Warlords, the superlaser on the Sovereign changes in width/diameter as it powers up and powers down, so something similar could be done if we wanted to.
i go away for a week and look what happens.. :P
About the beam FX: work in progress, i haven't had much time to play arround with new FXs but rest asured that we'll have something done by v0.25. and yes beams that are in FS 2 can be reproduced in HW 2.
shivan starting fleet: The shivans will for now keep the lucifer as part of their starting fleet during the FS 1 period starting fleet, however for the FS 2 period they will only start with a Demon class destroyer. Which i might add along with it's cruiser fleet is more then enough to stop an all out GTVA assult. Once we get things like stations and jump nodes in game then we can change the starting fleets. But i know what you mean about make it unblanced for the shivans during the fs 1 preiod. Dispite what you think it is possiable to take it out with the GTVA, i have, I have even taken out another 2 shivan AIs before loseing all of my fleet.
well that's a frist. do you have v1.1 of HW 2? do you have any problems with other mods? do you have PSD mod installed?Originally Posted by KFD_Unnamed
Fxtool funI can add X & Y axis flicker, moving tex's as standard and bending beams, though that isn't that cool really.
Just to say. played the mod and its fairly cool, needs balancing (as 5 wings of bombers total ANYTHING super fast) but thats a given. One thing though, that makes me want to stab people in the face. TURRETS. TURRETS. Not TurreNts. <>.
N = 0
If N = 1 Then strName = "TURRENTS"
Print strName
TURRETS!
This mod is awesome. Keep up the great work. An FS RTS has been a wet dream of mine ever since FS2 came out, and this mod is slowly becoming just that! Please never quit this while its incomplete! I would help out, but I'm afraid I don't know how to mod HW2...
As for ship manufacturing I have a few ideas:
Go to the HLP forums and ask for someone to design shipyards for the Shivans and Vasudans. That board is a home for some really kickass modellers. Check out this:
http://dynamic.gamespy.com/~freespac...threadid=32832
They can churn out some incredible stuff. The GTI Ganymede rings should do as a Terran shipyard.
Fighters and bombers could be made in Destroyers but every ship class above that should be made in the shipyards. We never see ships being manufactured in FS (except Collossus in 2 combined ganymedes.) so its up to us to decide. Using transports as constructors is a great idea. However take into consideration that we actually see a GTVA constructing unit in the Collossus cutscene in FS2.
as for game balance, FS2 era GTVA should be overall expensive, slow manufacturing but not so numerous with far stronger ships and Shivans should be cheap, faster manufacturing but larger numbers with masses of weaker ships. What do you think? I think this would kick ass and make for a bit of variety. Don't know about FS1 era though.
Duelron has said that he might release a high poly version based off the FSSCP, can't wait for that
Hi polly? That would be GREAT! make me want to install HW2 again.
Well most of this has all ready been worked out, and we are all ready working with people from HLP, namly the T-V war project and a few other select people.Originally Posted by Kalevispetke
Building ships on the battlefeild doesn't really work, as far as reality is conserned. So we have had to come up with other and more intresting ways of getting arround these problems. Placed arround the map are jump nodes and insterlations. These can be both captured, each able to build a set-size ships. A jump node can bring in large cap ships such as Corvettes, Destoryers and larger cap ships. While insterlations can bring in what a Destoryer can normaly, fighters/bombers, ciursers, transports and ferighters but can not be destoryed in the normal sence. In order to destory an insterlation one would have to have contol of it first and then have to scutle it, only that way can we stop Shivan players from going arround blasting all of the terrran/vasudan possiable insterlations.
Cap ships also can not be repair them selves, they have to con into either stations or be repaired inflight by a transport. These are the sort of things that we hope to use to bring not only realism but also new gameplay options to the HW 2 scene.
High-poly ships will be one day in game, but this won't be untill we get all normal ships in game. This is so other projects at the HLP scene can be finshed which may benifit FSNA. This is also all high poly ships can be finshed, as it is a realityly quick and easy process of updating currently in game ships compared with ships that are not yet in game.
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