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# 1
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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HW Classic Mod Rebalance (Currently v1.52)
[edit] New homepage: http://isometricland.com/homeworld/homeworld.php
Download the mod here. Additional maps for this mod can be found here. Here's the readme from the archive: Quote:
Last edited by Mikail : 5th Dec 09 at 8:41 PM. Reason: Added link to new homepage. |
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# 3
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Guest
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Another point: Module slots. Vaygr only needs one module filled up to get their whole fleet. Higgy, on the other hand, need both a research module and an advanced research module. With only two module slots on carriers, This gives Vaygr an unfair advantage, as they can have a full array of frigates, as well as benefit from extra modules, as opposed to Higgy, who choose between the bulk of their frigates or the benefits of a module.
Best way to do it would be add a third module slot to each carrier. Vaygr still have an advantage, but not quite as large of one. Another way would be to "combine" the research and advanced research modules for Higgy, but I think this would make Higgy too powerful... |
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# 5 |
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Guest
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haven't tried the new version yet, but i had a problem with the earlier version. the resourcing was screwed up. resourcers would harvest an asteroid and then it would be quickly depleeted. the resourcer would then stop resourcing and stay there doing nothing even if a full asteroid was just a few paces away. you had to tell all the resourcers what to do every second. very anoying. then when i played under the normal HW2 rules, the asteroids would only hold a very small amount of RUs. i un-installed the thing. should i get the newer version? i'd like to play the HW2 maps with the new options, i just want to be able to resource though.
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# 6
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Resourcing works fine on the HW2 maps with this new version. I'm working on fixing the resourcing on the HW1 maps.
I'm not sure regarding the weird behavior you're describing. I've never noticed it. Last edited by Mikail : 7th Feb 04 at 2:44 PM. |
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# 7 |
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Guest
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will try the new version. i did enjoy it, and now that resourcing is fixed, it should be even better.
yeah, the feeling i had with the resourcers was that it was almost as if they were blind. or like they "forgot" they had work to do. there would be maybe 500 RUs in an asteroid. a few seconds later, you'd here the "there's nothing out here" line. strange thing was how this same behavior and asteroid resource level remained whn playing on the regular HW2 game rules. anyway, i'm sure that's all moot. will try new one soon. |
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# 9 |
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Guest
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hmm... i don't know what the problem was, but whatever it was, it's gone now. i tried the new version. yum.
me likes!i did notice something however. i was playing the "carrier only" way. i was vaygr. now, building the shipyard requires the hyperspace module... but i almost filled the slot with something else. if i had... i wouldn't have been able to build the shipyard and therefore, no capital ships. very sneaky. |
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# 11 |
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Guest
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Also, RCs wil not automatically go onto the next PATCH (note, the Resouce asteriods are in patches now, not idividual).
The RC only looks at its own little patch (this combines any near by ones, and any debris). Its like this to stop your RCs going to the enimy base automatically to get some RU. And works well. However, the old HW1 maps don't seem to use these patches, and so, when 1 asteroid is used, the RC is not linked onto the next. (Also notice how you now have individual asteriod RU ammount, and group/patch RU amount.) - Techy, a wealth of knowledge, Ben - |
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# 15
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Could someone give a list of exactly which module slots each race's carrier has? From what I understand, Hiig has an extra production slot AND an extra miscellaneous slot. Could the extra production slot be removed, but the extra miscellaneous slot be left in?
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# 16
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
I was going to move them to the deathmatch directory (and remove the HomeworldClassic directory entirely), but I found this isn't really necessary. In addition, this might cause problems if someone were to extract the big file and run the mod via the -overrideBigFile switch (I recompile it after every change I make). Last edited by Mikail : 17th Jan 04 at 2:45 PM. |
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# 17
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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If anyone knows how to get the "Map Default" starting RU's option from deathmatch.lua into homeworldclass.lua, please post here. I looked at deathmatch.lua, and couldn't find anything in it that related to it. Homeworldclassic.lua, on the other hand, has lots of stuff in it, and is generally easier to figure out what's going on.
[edit] Nevermind, I figured it out. Last edited by Mikail : 17th Jan 04 at 8:46 PM. |
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# 19
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I've updated the mod to v1.2. See the first post of this thread.
I don't forsee myself making any more changes in the near future, as things are starting to go a little bit over my head. Anyway, this release is pretty solid. The other stuff listed in my first post is pretty peripheral and would take a good deal of time and effort. Last edited by Mikail : 27th Jan 04 at 5:53 AM. |
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# 21
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Actually, B1FF edited the Vagyr carrier's ship file.
Quote:
I haven't looked closely at the ship file in HomeworldClassic.grm1 yet to confirm this, because I don't know enough to know what to look for. |
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# 26
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
I'm working on making it work with other mods. But, ATM, it will screw up every carrier. Also, the starting fleet is determined within the mod. |
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# 27
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
Yeah, the file gets corrupted every time I try to upload it. It extracts fine on my hard drive, though. I'm looking into some alternatives. |
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# 32
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
Extract the grm1 file and look for the resource injection functions in HomeworldClassic.lua. |
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# 33 |
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Guest
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Mikail, I am forever in your debt!
![]() I extracted the grm1 file and reverse engineered the resource injections function without any problems! After days of frustration you have finally given me a solution, and a beautifully simple one at that! Thank you! :sci: This leaves me with only one question...how shall I give credit to those who have helped me with my project? Shall I just put it in the readme? I feel you guys deserve more, I'd like to add a credits screen or something to the game if I can, but for now I'll just start collecting a list of names to put in the readme. |
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# 36
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
Well, so far, Luke Moloney is the only person who's worked on the resource functions. His name should fit nicely within a readme .Last edited by Mikail : 23rd Jan 04 at 12:17 AM. |
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# 37
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Here are the differences between the default Vagyr carrier and the one included with Homeworld Classic:
Default HW2: Code:
Homeworld Classic: Code:
This means that both carriers now have 3 production slots, 2 module slots, and 1 sensors slot. Last edited by Mikail : 27th Jan 04 at 5:51 AM. |
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# 38
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I don't understand the probabilities of a crate spawning a particular item.
For instance, the platform class has a probability of 0.8, while the Vagyr gun platform, missle platform, and hyperspace gate have probabilities of 0.4, 0.8, and 1.0. How do these numbers add up? |
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# 39 |
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Guest
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There is also a resource injections script from Thought, which I've modified a bit for my purposes, too.
About giving credit, see this thread: http://forums.relicnews.com/showthr...&threadid=23624 |
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# 40 | |
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Guest
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Quote:
Basically, it's done that way so that the gun and missile platforms have basically the same probabiliy of being selected, and the hyperspace gate has a slightly lower probability, but only one can at be "hit" at a time. If it was done as say, 40% 40% 20% probability respectively, it's possible that all three could appear in one "pass". While code can be done to prevent this. it's just as easy for it all to be done with one function. In this scenario, assume that the crate 'activates' the platform class. A random decimal number is then generated between 0 and 1. For values between 0 and .4, it activates the gun platform. For values between .4 and .8, it activates the missile platform. For values between .8 and 1, it activates the hyperspace gate, the end result being a 40% chance to get a gun plat, a 40% chance to get a missile plat, and a 20% chance to get a hyperspace gate. Does that make more sense? |
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# 42
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
What is wrong with the guns? |
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# 44 |
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Guest
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Can I redistribute the Vaygr Carrier .hod? I'm thinking of adding a module slot on the nose, for a gun... maybe some gun hardpoints too... And this would be better to base on a .hod that is already extended, so we can redistribute a ship to the community that is easy to extend for various purposes.
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# 45
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
It's not my HOD file, but I think it would be ok. Just remember to give Relic and B1FF credit. |
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# 46
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I've released v1.3 of Homeworld Classic Rebalance.
HW Classic is now modder-friendly. You only have to make adjustments to "ModCheckList.lua", "build.lua", and "shipicons.lua" (and maybe "races.lua") in order to get Homeworld Classic to work with your mods. Make sure you mimic the table structure exactly, in "ModCheckList.lua", when adding new races. Also, make sure the races are in the correct order. Last edited by Mikail : 20th Feb 04 at 1:55 PM. |
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# 50
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
PM the author of the mod in question. I've made it so that HW Classic is pretty easy to configure to work with any mod. Quote:
This is probably due to the fact that the tweaked Vaygr carrier was never implemented in the original release. Last edited by Mikail : 29th Mar 04 at 2:37 AM. |
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