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There was an issue with them before launch. I couldn't remove a seam on the the model that cause the lighting to screw up so I reverted back to the old ones. A shame really, as I really liked them. I'll most likely try and fix them at a later date.
Are you saying there are two health bars? That should be incorrect. The covenant have only one health bar and they have custom armor penetration values to simulate shields. The pillar of autumn Mac sounds like a mistake, though. I'll have to go back and check the autumn's code to make sure everything is right.
You will never see the vanilla races in the mod from this point forward.
Without a proper scripter that wants to brave the hassle of shields, HW2 just doesn't work that way. The Hiigaran shield frigate uses an ability that has a recharge, and while mimicking this is possible, you would have to activate it on all Covenant ships one at a time, and that becomes resource intensive. Instead, I opted to simulating shields by giving the Covenant a fast health regeneration rate so they can soak up more damage. This is offset by the less health it has, the less power the ship does and less of a health regen it has. Sorry for any confusions, but due to limitations, the Covenant will have their shields up until they die.
Yeah this was an issue that came up after McChaffee decided to edit some strings the day before I compiled the mod (it includes the Plot Device line). The issue is resolved currently and I'll be patching the mod once I've caught up on work over at The Eridanus Insurrection mod.
Also I'm not sure, can't recall what it looked like.
Its always a pleasure, I want you to play and experience the mod just like everyone else. :) Do Archers/Missiles not work in general or just against the Covenant?
I believe the music button is the Q Key.
Also I suggest making an account on ModDB if you plan to stick around. ;)
UNSC don't use torpedoes and Archers against the Covenant, they were ineffective in the novels.
That tutorial is really dated, you're not supposed to use shadow and emboss filters anymore, that's what normal maps are for and if you mess up the shadows then the normal map doesn't look right.
I was researching how to model/texture the ejector port and came across a huge wall of dust covers that had quirky things written them and it inspired me. You can thank the boys in green for that one. ;)
Except instead of toggling on and off a flashlight, it toggles whether or not things go boom.
Youtube, google, etc. Thats how I learned.
No High Charity will not be a unit, but it is a planned asset for map backgrounds. The Covenant will eventually have their own starbase or station, the CSO is a placeholder until then. :P
I don;t know what happened to the AI, they were working fine before I uploaded the build, but I'll go back and check again.
As for the SMAC, yes its supposed to fire halfway across the maps we've made. It's an artillery unit, it has a really short sensor range but if you have friendly units in the killzone to light up enemy ships, it can fire on them. Using them with prowlers is extremely effective.
The only downside to the SMAC is that they are weak in terms of hull and can be easily destroyed when engaged at close range.
Sorry about the downvotes comment, I just realized that all the comments above you were downvoted after you commented and assumed. My bad. :(
I understand what you're saying, but this character is an AI that narrates objectives, gives news feed, etc. If anyone made an AI for Halo and had it stand alone, they wouldn't put two and two together unless it was someone like Cortana. AIs came in many different forms - farmers, scientists, african tribals, nudists, civil war heroes, WWII bombers, asian house maids, etc. It's just an avatar. The reason I chose skater punk is because the art style is more dark and grungy and therefor I feel this goes pretty well with what I have going for the UNSC, and that I wanted to be different and stray away from the straight edge persona of most AIs.
I'm so excited you guys are still working on this.
What part of it do you not like? I commissioned this from my sister, who is an aspiring artist and it is akin to how I started back in 2010. If you don't like it, why don't you submit your own unique art and lets see how they compare?
Also downvoting comments for the sake of just downvoting over difference of opinion is immature...
The Halcyon has been that way for four years now, it's not changing.
Because Homefront uses more polies than most mods for Homeworld 2, many ships can cause lag. Max Population is only for people who can take the punishment, Medium Population is how Homefront is supposed to be played.
But as discovered above, try turning geometry scaling off.
Awesome. There's a similar issue with the normal map overlays where they may appear white, but if you switch shadows off they appear just fine. Homeworld 2 is weird sometimes.
Well sins of a solar empire doesn't use levels of detail like homeworld 2. Are you playing on max population?
Did switching geometry scaling off help you out?
Yes I update the Tutorial every release.
Play it on Expert
On which maps does this happen?
This is a total conversion mod. Moving forward with the Covenant, the vanilla races will not be a part of the mod. Unfortunately, the vanilla races would not function properly anyways since I had to modify a few to work with the tutorial missions.
What are your system specs/how old is your computer? Also can you please take and upload a screenshot of your issue?
Thats because ships require subsystems now. The Halcyon doesn't have any subsystem slots so for the Autumn I guess I'll have to add some fake ones in. Sorry, it totally slipped my mind.
Shadows for Homeworld 2 do different things depending on what your graphics card is. We just recently discovered that fix actually, thanks to Didact having an AMD card and playing with the settings. Glad your version is looking nice! ;)
Try turning shadows off in the options and let me know if that helps.