View Poll Results: Shall I have the Planet killer in the mod or not?

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Resurrection current update = V:0.1.7

  1. #1
    L@pt0p Guy
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    Resurrection current update = V:0.1.7



    Hi im building a mod called Resurrection. its so that you can be bentusi & Progenitor * Kadesh races in HW2 and i found some old concepts that were so cool they need to be added into the game.

    the new races will have build and reserch trees similer to the existing races and i will give the existing races some ships sthat would stand a chance aganst the bentusi and the progenitors.

    donations of ships to the mod will be appreciated

    Beginning Progenitor Story.

    "Progen Story


    new maps
    including such as balcora gate, balcora and an attempt to merge the progenitor mothership debris maps together


    the amazon queen which will be used as the new hiigaran mothership.

    Videos
    ------
    Bentus Cannon Test
    Progenitor Voice actor for mothership


    Links
    -----
    Resurrection @ Mod Db
    Download Resurrection
    Resurrection Website
    Last edited by L@pt0p Guy; 30th Nov 09 at 3:19 PM.

  2. #2
    Miqqo90
    Guest
    Looking good. Keep working on it. Could be cool when finished

  3. #3
    Has been tried often but never finished. The big hiigaran carrier is the Lazarus flagship.

    Onto your ideas:
    spawn the bentusi ruins when it dies
    Is a simple ship file edit

    a way of having team colors on the ship im sure it can be done
    Means you need to retexture the ship

    make a Resorce Drop Off
    Stick a Fighter Bay/thing inside it
    Needs maya

    fix the picture it turned into a debris pic for some reason
    Shipfile edit aswell, I think

    write docking script
    Don't know what you mean by that


    Daton

  4. #4
    Member Red Fox's Avatar
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    From what i have searched around for...This is the first Bentusi mod i have ever seen. I hope i launches off and gets more unique units then the ones we already know.


  5. #5
    L@pt0p Guy
    Guest
    write docking script
    what i meant was the path the small ships follow to dock into the bigger ships and i think its for resource dropoffs too
    sorry

    I got the bentus building stuff yay!
    it built a scout but it hyperspaced in.
    i wanted it to come out the middle bit

    the "HardED v.81a" utility dosnt like me either when i go to save a .hod file it crashes but i works sometimes its a big pain especaly when i stuck loads of guns on the bentus which took half an hour >.<

    Could anybody help me with the stuff i missed out with the bentus? like fixing the Pic and Spawning Ruins etc.

    I got maya 7 is that any good? I also got photoshop cs2 lying around somewhere.

    and also one last thing wheres a good place for sticking pics online so i can do screenshots?

  6. #6
    Photobucket, imageshack both work for hosting pics.
    Once you got some more done you should talk to Homeboy for hosting at HWAccess.

    As for the dockpaths, you need Maya for that. And by Maya I mean 3,4 and 5. No other versions work.

    For HardEd help I recommend reading
    http://forums.relicnews.com/showthread.php?t=88720

    Don't forget to save often. Best is after every single thing you change or add.


    Daton

  7. #7
    L@pt0p Guy
    Guest
    ure joking i got to buy an older version of maya after getting the newest one?
    :sadpanda:
    suppose it dosnt matter ill get an older one

    ya im saving the .hods in steps and its not crashing no more thnx

  8. #8
    L@pt0p Guy
    Guest
    now it wont work >.<
    i looked at all my files they all look fine
    this is very annoying

    PHP Code:
    Sun Apr 16 21:40:47 2006
     Loaded Archive
    'Homeworld2.big' 
     
    UTIL -- filepath failurepath doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\english
     Loaded Archive: '
    english.big
     Uing ..profiles\ for profiles folder 
     GAME -- Using player profile myprofile 
     Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1 
     Using Intel'
    s 1.3.0 Build 4.13.10.3510 Intel Montara-GM renderer (Suspected driver is ialmgicd.dll 6.13.10.3510
     
    Loaded Archive'englishSpeech.big' 
     
    Loaded Archive'Music.big' 
     
    Data path C:\Program Files\Sierra\Homeworld2\data 
     Could not initialize all fragment programs
    .  Please use the '-fragment_program 0' command line parameter 
     Resetting fp control word

     
    CmdLine: -overrideBigFile -luarace 
     binding 
    for hotkeyId:9 not found 
     binding 
    for hotkeyId:19 not found 
     Starting Level
    data:LevelData\Multiplayer\Deathmatch\2P_JADETH.LEVEL 
    and also the guns i put on the bentus they fire through the hull like theres a gun on the bottom and it fires at enemys flying over the top of the ship with firing effects going through the hull
    it looks very silly could someone help me with that please

  9. #9
    Solve for your gun fix is in moe's tutorial.
    Check for misnamed or missing .hods. That doesnt leave an error, so if you don't get one, check for hods.


    Daton

  10. #10
    L@pt0p Guy
    Guest
    it crashed again and came up with this
    PHP Code:
     parameter: <expressionexpected;
      
    last token read: `)' at line 201 in string "" 
     Error: Universe::createSquadron: could not find ship type (Ben_Bentus) -- FATAL EXIT -- sobfactory/107:! --stack trace-- 0x0058B3E3: getLibraryID                                () 0x00571D25: getLibraryID                                () 0x00572023: getLibraryID                                () 0x0057223A: getLibraryID                                () 0x0049279C: GSLobbySessionDesc::operator=               () 0x00495163: GSLobbySessionDesc::operator=               () 0x00490C11: GSLobbySessionDesc::operator=               ()  0x004911D2: GSLobbySessionDesc::operator=               () 
    i found the code for making debris after ship dies
    yay!

    spawnShipOnDeath(NewShipType, "meg_bentus_ruined",)

    this is what i put will it work?

  11. #11
    Code:
    parameter: <expression> expected;
    last token read: `)' at line 201 in string ""
    Obviously you forgot a bracket somewhere. Im guessing startingfleets.


    Daton

  12. #12
    Member Beast's Avatar
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    That Lazarus flagship loos ALOT like a Kushan carrier.

  13. #13
    Demigod of Pain Enterprise-E's Avatar
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    actually, it's not Lazarus, it's the 'Amazon Queen', a concept by Rob Cunningham.
    Ave Qwaar-Jet!
    "Once again shall the great seas of space run red ...with the blood of Hiigara"

  14. #14
    Was Lazarus the other one then? I always confuse the two carrier concepts.


    Daton

  15. #15
    L@pt0p Guy
    Guest
    it wont work
    i cant figure out why its angry with me
    ill start over i know what im doing this time around and i diddnt realy do that much anyway

    and i found a code for spawning a skeleton ship after it blows up is the code im using ok?
    Code:
    spawnShipOnDeath(NewShipType, "meg_bentus_ruined",)

  16. #16
    Your Friendly Dictator Deionarra's Avatar
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    Quote Originally Posted by L@pt0p Guy
    Question. when i come to do the Progenitors, is it okey if i use the foundry out of the Genesis mod and give credit to the mod (Obviously)?
    Only if you are able to contact the mod's creator and gain their permission to use it.
    Otherwise you will not be able to make use of it in your mod.

    You may find the following thread usefull if you haven't read it already:
    http://forums.relicnews.com/showthread.php?t=73876

    I wish you luck recreating some of those concept ships. :thumb:
    Cake can change the nature of a man!

  17. #17
    L@pt0p Guy
    Guest
    I got it working again etc
    plus i set the bentusi as a race with working resource etc

    but i got to do all the guns yet again because it was the ben_bentus.hod file that was buggy
    alwell nevermind

    could someone tell me how to fix the picture for the bentus in game it's a derelict atm

    also a way to convert catalysm ships would be ace too. (tradeship, acolyte,cargoship)

    plus my spawnShipOnDeath code i wrote dosnt work
    i kno cuz it crashed the game
    does anyone know the right way of setting up the spawnshipondeath code?
    Last edited by L@pt0p Guy; 16th Apr 06 at 5:58 PM.

  18. #18
    Member
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    Lazarus was the one in the original concept arts, a rather angular beast. I think a very early version made it into one of the megastation era builds of HW2.

    The other one started with Rob C making a crack that the mothership was originally an "Amazon Queen battle bitch" and then drawing a ship in the same style.

    Which reminds me, I really need to finish modelling it...

    Reality is only a special case of imagination

  19. #19
    Your Friendly Dictator Deionarra's Avatar
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    Quote Originally Posted by L@pt0p Guy
    could someone tell me how to fix the picture for the bentus in game it's a derelict atm
    The file you need is /data/ship/icon/shipicon.lua

    Look for a line that looks something like this:
    Code:
    Meg_Bentus = 
    { 
        LargeIcon = 
        { 
            texture = "DATA:\\Ship\\Icons\\icon_ships.mres", 
            textureUV_TL = 
                { 400, 320, }, 
            textureUV_WH = 
                { 100, 32, }, 
            stretchOnDraw = 1, }, }
    Copy this part of the code and change the red part to reference your new version of bentus.

    The icons are all stored in a single image (ok, set of images for different resolutions) and the location of the icon for Bentus is indicated by the co-ordinates.

    PS: I may have changed the numbers in this example as I've edited the images. I can't remember though so go by the figures you find in your unaltered version of the file.

  20. #20
    L@pt0p Guy
    Guest
    yay! thnx very much
    worked perfectly

    it seems the
    Code:
    spawnShipOnDeath
    was removed by a code in the exe
    is thier anyway to mod the exe or make a SpawnSalvageOnDeath code which dosnt allow miners to salvage the debris?

    its for spawning ruins when a ship dies my code dont work theres something wrong with it.


    ive started on the Bentusi Planet Killer the vaygr stole in the campaign

    theres a few problems with it:

    when bentus builds 1 it spawns in the center of the bentus instead of hyperspacing into battle

    it dosnt hyperspace into battle at the start of a battle either

    i would like to know if i can get the arms to move when it is set to attack an enemy


    1 last thing has anybody got a way i can convert the HW1 ships to HW2?
    i want the super acoytes, the tradeship and the cargobardge
    i have looked and i found a thread which wanted to do it the other way.
    Last edited by L@pt0p Guy; 19th Apr 06 at 9:51 AM.

  21. #21
    L@pt0p Guy
    Guest
    Very Good News
    I got the Ruins to Spawn On Death *Runs Around Dancing* no miners come arter it its NOT salvageable
    Celebration Time!

    but it has the very annoying ability to roll around nonstop like an idiot
    can someone tell me a fix so it stays put
    and also u cant select it which is not good
    I wanted to be able to select it so you can see the bentus ruins pic and the health etc.

    anybody else who wants this code here ya go!

    add this to your whatever_Bentus.ship file
    PHP Code:
    SpawnSalvageOnDeath(NewShipType"Deb_bentus_ruined"10.75000500002000005000050
    then make a directory called "C:\Program Files\Sierra\Homeworld2\Data\resource\salvage\Deb_bentus_ruined" or where ever you installed HW2

    and stick the meg_bentus.hod in there rename it to Deb_bentus_ruined or whatever you want to call it with

    Deb_bentus_ruined.resource
    PHP Code:
    NewResourceType StartSalvageConfig()
    NewResourceType.displayedName "Bentus Ruins"
    NewResourceType.sobDescription "Debris"
    NewResourceType.TOScale 1
    NewResourceType
    .TODistanceFade0 14439.382317879
    NewResourceType
    .TODistanceDisappear0 14266.1179698217
    NewResourceType
    .TODistanceFade1 125
    NewResourceType
    .TODistanceDisappear1 100
    NewResourceType
    .TODistanceFade2 35108.024691358
    NewResourceType
    .TODistanceDisappear2 385802.469135802
    NewResourceType
    .TOGroupScale 1
    NewResourceType
    .TOGroupMergeSize 0
    NewResourceType
    .maxhealth 50000
    NewResourceType
    .regentime 0
    NewResourceType
    .nlips 0
    NewResourceType
    .nlipsRange 75000
    NewResourceType
    .nlipsFar 0
    NewResourceType
    .nlipsFarRange 0
    NewResourceType
    .SMRepresentation "Mesh"
    NewResourceType.meshRenderLimit 5000000
    NewResourceType
    .dotRenderLimit 10
    NewResourceType
    .visibleInSecondary 1
    NewResourceType
    .minLOD 1
    NewResourceType
    .minimumZoomFactor 0.85
    NewResourceType
    .preciseATILimit 65
    NewResourceType
    .selectionPriority 65
    NewResourceType
    .relativeMoveFactor 4
    NewResourceType
    .useEngagementRanges 0

    NewResourceType
    .resourceValue 0
    NewResourceType
    .blobRadius 0
    NewResourceType
    .maxVelocity 0
    NewResourceType
    .maxAngularVelocity 0.05
    NewResourceType
    .linearFriction 0.5
    NewResourceType
    .angularFriction 0.5
    NewResourceType
    .mass 5000
    NewResourceType
    .DockFamily "CantDock"
    NewResourceType.AvoidanceFamily "SuperPriority"
    NewResourceType.AttackFamily "Resource"
    NewResourceType.ArmourFamily "HeavyArmour"
    NewResourceType.CollisionFamily "Unmoveable"
    loadShipPatchList(NewShipType"data:sound/sfx/ship/megaliths/"1"RandomEmit/KAROS_HULKS""Root"
    Last edited by L@pt0p Guy; 17th Apr 06 at 4:21 PM.

  22. #22
    Member
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    Ahoy Laptop, will this mod work for Mac as well as PC?

  23. #23
    L@pt0p Guy
    Guest
    I cant see why not

  24. #24
    Member Red Fox's Avatar
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    *Sarcasm Mode Engaged*

    I support this mod as long as it pimps me out a re-arms me.\

    *Sarcasm Mode Disengaged*

    Like i said before Really looking forward to this and will try to provide some concept art if i can get my scanner working.

  25. #25
    L@pt0p Guy
    Guest
    concepts



    i got a imageshack account now
    screenshots coming soon!

    here they are


    Hyperspace into battle
    the planet killer appers straight away i want it to hyperspace with the other ships


    Bentusi Capital Build Table
    to build capital ships the bentus needs to build a deep space communications module u will see on my tradeship


    Bentusi Corvette Build Table
    Only Acolytes to build so far


    Bentus Go Bang 1


    2


    3


    4


    TradeShip
    Used this carrier until i can get the Tradeship from the first game

    thats it for now i will send more when i got guns working
    Last edited by L@pt0p Guy; 18th May 06 at 2:31 PM.

  26. #26
    Member
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    Interesting work. If your really serious about doing a bentusi Mod, I would suggest contacting "Showhow" He has done fanatastic work with Bentusi ships in the past as well as making both a custom Bentusi Warship and a HW2 version of the Bentusi Tradeship. PM me if you wan't more info

  27. #27
    L@pt0p Guy
    Guest
    Ive tried and tried and everything that comes out of the HardED crashes the game

    if i post the Hardpoint Positions
    could someone make my Hardpoints for me

  28. #28
    Member
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    one of the moderators has done a great tutorial using bentus to demonstrate a lot of crucial modding concepts. I would recommend reviewing that thread (its on these forums, I just don't remember where).
    10% of life is what happens to you and 90% is what you DO about it

  29. #29
    Member Eric072691's Avatar
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    you mean the one by Moe, right?
    Floating upon stars.

  30. #30
    Member
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    yes, its got some holes (it does not cover everything), but what it does cover is very well done.

  31. #31
    Member Eric072691's Avatar
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    aggreed, but I never did get it to work, but then again i only recently started to try to mod...

  32. #32
    L@pt0p Guy
    Guest
    lol i got that text based docking script tool in moes tutorial thread working yay!
    could someone make a text based hardpoint tool so i can use HardEd for pointing and the text tool for saving

    its so cool watching the little fighter squads follow the path i customly made lol but the only problem is they launch out of a wall on the bentus because it hasnt got fighter bays lol

    i need to get an earlier version of maya

    i have also got rid of the random tumble on the bentusi ruins
    Last edited by L@pt0p Guy; 18th Apr 06 at 6:04 PM.

  33. #33
    L@pt0p Guy
    Guest
    im having some problems with the dockingpath tool

    when my corvette's have finished the path they turn back
    like how thick is that?
    Last edited by L@pt0p Guy; 19th Apr 06 at 1:05 PM.

  34. #34
    Member
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    As an aside, for those wanting to add 'holes' for ships to go and out of Bentus. (for building ships and docking) I woulkd recomend looking at the topenings on the Chimera station. The flat, but textured surface is ver similar to the interior of Bentus and the oppenings might be used as template

  35. #35
    L@pt0p Guy
    Guest
    ive got somemore done now
    docking paths 60%
    Guns 0%
    Ships 40%
    Research 0%
    Modules 20%
    Maya and Photoshop (custom ships and texturing) 1%

    these are all guesses the percentages btw

    screenshots of docking paths ill post a bit later
    Last edited by L@pt0p Guy; 20th Apr 06 at 10:32 AM.

  36. #36
    L@pt0p Guy
    Guest
    this is the best i can do without maya. i found some small dock holes in the ship (theres loads) i made the docking paths to come out of them (my aiming is a little of for some lol)

    anyway



    Last edited by L@pt0p Guy; 18th May 06 at 2:35 PM.

  37. #37
    Member
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    Well you got the guts of it working, I mean, things are coming out. But really, need to do something about the looks on it. Any luck finding Showhow? Or anyone else who can lend a hand with visual work? You have done a LOT of programing work in a short periord of time!

    Oh, you also mentioned working on Weapons, I assume yo umean for Bentus? Cause if so I've been doing Bentus weapon tests for a while and would like to help with weapon placements and reasonable layouts for them.

  38. #38
    L@pt0p Guy
    Guest
    i PM'ed showhow and he hasnt replyed
    ya i love this mod so i stay up till stupid o clock everynight getting things to work

    help with weapons will be the best thing ever
    could make hull defense placements and layouts cuz they are my weak point. when HardED was working they looked stupid.
    ive got a good idea for a frontal weapon you know the two little bits sticking out the front? if you dont know ill show you with a pic anyway i would like two guns there

    i wanted 1 big gun on the vaygr planet killer right in the middle pointing forwards i tried but HardED is bein a b*tch

    and also maybe some repair points, capture points and defintly module points. ill send you the locations for the modules ill send them tomoz cuz its too late now

    its a shame i cant get it to work because it was working for a while its probably the computer (its very rubbish)
    Last edited by L@pt0p Guy; 20th Apr 06 at 5:45 PM.

  39. #39
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    ON the planet killer, I don't see why your interested in putting it into a mod. It is a ver UN-Bentusi looking ship, and I always htought it was Progenator tech and not Bentusi. Also, the Dustwars people have done a lot more work with a the Planety Killer (mostly using it as the T-MAT Mother ship) you might want to talk to them about issues... If your serious about including it.

    As for Bentus and weapons. I know the two 'bumps' your talking about, and those would be Prime spots for a large Phased Cannon Array hardpoints. Basically twin beam guns like Mini-Sajuuk cannons.

    As for other weapons, most of the "work" I have done has involved trying to work out the best laout physically for gun placments on the ship in terms of being most logical and efficent. It's easy to forget just how MASSIVE Bentus is, at 5500 meters, it's nearly more then six times the length of a Hiig BC, and the internal volumne is just sickeningly Huge.

    The angled sides of the ship make for wonderful spots to place guns and you could easily place more then 200 guns on the ship (let us not forget that in other Sci-Fi worlds, a 1600m ship like an ISD has almost 250 guns.

    Weapons aside, back when I was working with Showhow, he and I worked and talked about a great deal of stuff such as research and other ships for the Bentusi as well as upgrades and moduels. Oh yeah, one other thing. If you ever do get Maya and start making your own "docks" in Bentus. heres somethign to keep in Mind.

    Bentus is a massivly populated ship, the front circular section with all those 'lights' are windows of a massive cityscape. About half way back, the lights all die out, this is where I assumed all the engineering areas as well as other industrial areas are. So if yo uadd manufacture ports/openings as well as spots for modulas, I'd recomend putting them back there. If yo uwant to talk about some onf the other things, try and IM me on Yahoo.

  40. #40
    Member Red Fox's Avatar
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    When you do get working on the weapons keep in mind that Pulsar and Ioncannons/Phasecannons are the best bet for the bentusi. They are the one's who gave you the Ion cannon in HW1 and i do believe that they were the ones to invent it. Along the lines of Bentus the ship, It is massively huge but not ment for all out attacking. Leave that to a Bentusi tradeship modified for war.

  41. #41
    L@pt0p Guy
    Guest
    in the campagn it says the vaygr stole the planet killers of the bentusi cuz it says they are of a bentusi design and stuff.


    yes that would make alot of sense having enginerring at the back away from the pretty lights. 3 of my dock paths are up there cuz i had no where else to put them i can move two but im leaving the capital 1 there cuz the space is big enough to fit tradeships in

    ya i dont want to many guns on the bentus just 20 odd hull defenses and 2 guns at the front

  42. #42
    gothmog
    Guest
    what would be really cool would be to have some big cannons but then when it was attacked it sent out little fighters instead of having a gazzillion guns on it

  43. #43
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    20? Mmmm....

    I'll agree Bentus isn't meant to be a Warship. But it should have odest defenses. Bascially one big Anti Capital ship weapon (the two Mini-Sajuuk guns) to have something make itself intimadating when it wants. And then of course lots of smaller Pinpoint guns.

    One of my most popular set ups has basically lots of Pulsar type anti fighter anti missile guns. The layout I have has 10top and 10 bottom of the 'donut' part, and then 10 on the top of each "leg" and 5 on each bottom, for a total of 45 point defense guns.

    Which, you know, for a 5500 meter ship, Isn't all that much.

    EDIT: oh yeah, did you get YIM working?

  44. #44
    L@pt0p Guy
    Guest
    yo Gothmog welcome to relicforums lol

    what would be really cool would be to have some big cannons but then when it was attacked it sent out little fighters instead of having a gazzillion guns on it
    i know you havnt played the game but you can launch ships
    by command it dosnt do it automaticly but good point shouldnt have to many guns

    oh back to the guns
    ya before HardED crashed i had a simular layout.

    too many guns tho 5 point defense weapons each side top and bottom and defintly the two big guns on the front = a fair 22 guns.
    a bit more then the stock races motherships have but who cares

    its like the tradeship on the old game it had a fat ion beam on the front in catalysm annoying cuz it killed my dreadnaughts but very nice

    oh that reminded me the dreadnaught is very much a bentusi like shape maybe retexture it to look more bentusi like? just an idea

    :offtopic:
    last post im tired and need to go sleep got collage dont want to miss the bus lol
    Last edited by L@pt0p Guy; 20th Apr 06 at 6:50 PM.

  45. #45
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    The dreadnaught? You mean the Pregenator Dreadnaught? built by the people who did Sajuuk? that is another VERY non-Bentusi ship!

    Bentusi ships jave a few things in common, they are rounf, they are large, and they are donut like. An agular up and down ship like the Dreadnaught really doesn't go along with something like Bentus or the Tradeships, it almost looks more Vayger then anything else.

  46. #46
    L@pt0p Guy
    Guest
    nononono

    the dreadnaughts in Catalysm
    there round got the same horseshoe shape
    look ill post an image

  47. #47
    Member Red Fox's Avatar
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    Location
    Columbus/Marrieta, Georgia
    I think he was refering to the Cata Dreadnaught "Archangle" Which was indeed a bentusi ship design. But the Dread compared to a trade ship is like a frigate. I saw a bentusi mod a long time ago that im trying to find the maker and his image thread here. Ill post a link when i find it.

  48. #48
    Member
    Join Date
    Jan 2006
    Location
    Back in my lair at Crossroads Central Control
    :oops: lol sorry about that, I, I kinda never played Cata... But I know all about it. And yes those are 'kinda' Bentusi looking ships, though didn't they 'fly' in the oppisite direction the Bentusi did? IE round part was at the back and not front? Any case I got you now, and we can talk more on the marrow

  49. #49
    L@pt0p Guy
    Guest
    lol

    ya i really does look like a bentusi ship maybe they changed there minds and had it as a higgaran ship at the last minute

    it will need tinkuring with like making it move the other way so they flew the same as the bentusi and retexturin to make it more bentusi like

    and i really need to go to sleep now lol

    c u lot tomoz
    Last edited by L@pt0p Guy; 20th Apr 06 at 7:06 PM.

  50. #50
    Koshiir Ra_NB
    Guest
    why you call planet killer "devourer"?
    The Devourer was the Bentusi's name for Da BEast in Cata

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