3D Space RTS fan. Searching for life outside the homeworld :)

0 comments by AmDDRed on Aug 13th, 2012

- What do you think of our ship?
- It's very nice one.
- And like every ship it requires repair. How do you think, if, with the time, we replace absolutely all the parts of this ship with new parts will it remain the same "Silent Prayer"?
- What a strange question... I guess, yes.
- And if we take all these old parts and rebuild ship of them, would it be "Prayer"?
- Emm... Well, actually, first one can be considered as true "Prayer", but the second also can't be taken as a copy or another ship. Well, probably, yes, it would be a shitty, but "Prayer" version. Why do you asking me these questions?
- I'm thinking of our place in universe. Many years ago our race has been divided to the conquered and outcasts... Conquered majority has stayed at homeplanet, slowly assimilated by taiidans... Of course, it's never one-way path, and taiidani has taken a lot from hiigarians, especially their high rank people. We now believe in one God, for example - and it's just one obvious detail of a culture...
- Well, for you as keeper of "thousand religion" kiith must be obvious that it's not very uniting detail.
- We have lost our faith of Sajuuk, and scattered it into pieces. Now looking through them we see false mirroring of demons. While we smelled the sea of fire of Kharak, we had belief and I felt Sajuuk by our side. But what happened next...
- Taiidani empire crushed, Hiigara has become our world.
- Yes, exactly. And I am thinking of that billions of hiigarian taiidans. Many of them were ancestors of those hiigarians who stayed here.
- So what? They are assimilated now. They are not hiigarians, They are taiidani. We are true hiigarians
- Unlike us they have always been hiigarians. Even if it's only first generation of living at the planet. We are now guests here. Lamb who have become the lion. We are ancestors of politics, high rank men who were responsible of decision which led us to this point of no return. Maybe, they even had no people support at this time. And our culture has been twisted many times away of original, so we don't remember it. But we come here and say that we are true hiigarians. What right do we have? What right do we have to treat these people as second sort citizens with no decision rights?
- The right of power. The same right Ristiu used against us.
- Mad emperor has taken what he has deserved. But what about justice?..


Report abuse RealDoom3 Feature List

3 comments by AmDDRed on Aug 10th, 2012

This is the list I’d like to see in some Doom3 mod.
General idea appeared when I was playing D3 at Nightmare skill with NoHUD mod (which is removing HUD, your C.O.).

The first part of the game, while I got a shotgun, was very challenging: pistol does very low damage, shoots rarely, so you can’t just correct your fire by decols. Also with 25 health allowed for Nightmare every miss is quite deadly. So here I lacked for laser aim. Or/And for close sight of weapons target point (this idea appeared while playing QW:ET).
The same stuff with machinegun: it got no tracing fire bullets, so if you see no marks on walls of your shooting, then it’s problematic to correct line of fire.

Then, it’s simply is not understandable, why marine cannot hold one-hand pistol and one-hand flashlight simultaneously? It’s understandable for other weapon that are hold with both hands, but pistol? So, thus pistol would become the “dark corner weapon”.

Next, double pistols: at the beginning of the game while you don’t have shotgun or machine gun, double pistols would be very appreciated. Even if you have these weapons, you can lack for ammo which never happens for pistol. In dual version it would be not so precise, slow reload but fast fast answers for unexpected threads.

Then, it would be really fun to take zombie-solders shield for having super-defence while shooting with simple pistol.

So, these are the way of how pistol could have improved the original game switching from “just another starting weapon” to one of the game features.

Talking about other ingame stuff: marine could have kicked some ass not with uncovered fists but with wrench - it’s heavier and fits more for a cold weapon that the flashlight. And talking about flashlight - if we hit enemies with it, why can’t we do it with other weapons thus pushing away the guys that have come too close to you (and this happens quite often)? At least, with leg )

Continuing talk about weapons I need to mention grenades: grens are usually needed to make enemies whether to stop following you or to stop hiding from you. And sometimes you don’t have time to press 5 (or what button it was) hold LMB and throw grenade. Sometimes you need just to throw it. So it would be great to have some button that will automatically switch to grenade, drop it and switch back to whatever you’ve been using.

So if we are talking of realism, like you cannot hold flashlight and rocketlauncher simultaneously, or removing medkits at nighmare skill, or no HUD in real life, or possibility of holding pistol and flashlight at one time, then we must admit that no men can hold so much weapons and ammo as the DoomGuy did. So we must limit weapons that he can carry.

That’s why I’m talking of three type weapon system: light, normal and heavy weapons.

  • Light weapons: pipe wrench, second pistol;
  • Normal weapons: shotgun, machinegun, plasmagun and ;
  • Heavy weapons: rocket launcher, chaingun, BFG9k, chainsaw, grabber and droid;
  • Grenades - counted separatedly;

So, you have three slots for everything (except for 1st pistol, flashlight and Soul Cube can’t be dropped). Light weapons can be put to the all slots, Normal - to Normal/Heavy, and Heavy only to their own. That would make player think of the battle strategy and planning if he think he will get enough ammo for selected type of weapon in nearest future. Also it would make class-based game possible.

Here problem can appear that at one point player would need to face enemy with only wrench because of the ammo depleated. So, I suppose it needs to be thought of increasing the damage done at nightmare skill, because you would be wasting too much ammo on one enemy as it is - first; second, with no HUD it makes ammo waste more “succesful”; third, sometimes it becomes way too survivalistic to kill zombie-soldiers. Even demons are less living. Headshots must be deadlier. )

Talking about zombies, I think, it was a great idea that zombie, after been killed, have got up and kept wondering further. Playing some levels you need to return back to some points and these guys could become quite annoying - and you will have to act carefully. The same is about soldiers.
To make ashes of them you will need some heavy weaponry: like chainsaw or RL, otherwise...

Also, some scripts at D3 are creating human soldies appear from nowhere, just because of the “magic”. Let hell’s wizardy be left for demons and let zombie patrule around from the very start of the level...

As I said at some point nightmare game becomes very challenging and then you die not just often but very often (for example in the pool with headspiders): no UI, no possibility see for ammo left, only 25 HP - and very long loading. It sucks very much, so I propose player respawing at last used medicomp after he dies to not reload map.

Machinegun bot
We should use it better. It has to have improved AI, more advanced controlling system and be used as a heavy weapon: deploy and control. Also in TDM it could be served as an interesting tactical option - that’s why I located it in the Heavy Weaponry.

Other stuff
Well, I don’t know about other stuff. I like the blur system of HD2012 mod (and it’s graphics of course); I’d like to see modern graphics, ioDoom3 etc... Btw, there is no liquid walking sounds - no water, but there’s blood.
Also I was thinking about System Shock alike hacking to get hidden stuff (“Lllok at youu, haakka...”), but probably it would be too much, as marine is not hacker. Or not? Who knows what hobbies did he have - and if we make classical pipe game like wire connections as he cuts and reconnectes wires, probably, it would look natural.

And surely game should be replayed to get the picture if gameplay is not broken smwhere.
It’s pity I have no knowledge of how these things could be changed to get this game renovated in upmantioned manner )


  1. Zoom for weapons QW:ET alike;
  2. Laser aim point for pistol and machinegun ();
  3. Pipe Wrench as a weapon;
  4. Grenades can be fast thrown w/o switching to them (like pressing "g" throws granade and returns to previous weapon);
  5. Double pistols;
  6. Weapon limitation: 1 heavy weapon (chainsaw, RL, Plasmagun, BFG or Chainsaw), 1 standard weapon (shotgun/double shotgun or machinegun), 2 pistols and 1 melee weapon (except for torchlight);
  7. Pushing kick with weapon (usefull when cornered or reloading);
  8. Possibility to take shield of dead marines with you;
  9. Spider bot as a heavy weapon (deactivated while carrying);
  10. Flashlight and pistol holding simultaneusly

Spider Bots

  1. Upgraded Spider Bot AI: don't shoot while player at path, try to find new location for shooting;
  2. Spider bot advanced control;

Difficulty Level

  1. Medkits removal on Veteran skill (it’s easy anyway);
  2. "Nightmare" skill goes with no HUD;
  3. "Nightmare" skill goes with "Novice" skill damage (mb, even more, powerfull headshots);


  1. Undying zombies and soldiers (reviving after some time, except for overkill - would be pain in the ass till RL or Chainsaw);
  2. Zombies and soldiers are walking/patrulling at level from very beginning (for not appear by shitty scripting);


  1. Different DM types: King of the Cube; Cooperative; Demon Attack; Assault and so on;
  2. Class-based game (when you choose your weapon set at very beginning);


  1. Sounds of stepping at liquid and short life decals of bootprints (there is no sound as there is no water, but developers forgot about blood filled corridors);
  2. Respawn after death at Medicomp location, System Shock alike, (for faster revival, w/o reload - or just need quick load or checkpoints);
Report abuse Relic: WH vs. HW

0 comments by AmDDRed on Jul 1st, 2012

Watching the evolution of the Relic's Warhammer40k games, I can see one straight line: first, we had strategy and armie under our control in Dawn of War, second, we had tactics and platoon under our command in Dawn of War 2; third, we had TPS and two uncontrolled squad members in Space Marine (at least, Relic could have implemented target priority for them, like "help me", "shoot farshooters" , "kill closest" - kinda lacking tactics in SM, especially, as we command uber soldiers, not halks).

It would be fun (or not) if they will make make HW3 first as a tactical game like Nexus, and then, as strike craft wing space simulator like Descent - in the walls of the MegaStations, playing as a leader of a wing followed by several fighters or corvettes... As a sidestory, for example like Tambuur bounty hunting, it would be nice, but still we associate HW as a space RTS.

However, I don't think that would be bad, as it would expand universe. We can even think of different genre games of HW:
1. Kharak: Total War;
2. Exile: the Tambuur Accident;
3. Somtaaw tycoon;
4. Vaygr of Orion;
5. Spec Ops: Hiigarian Landfall;
6. Homeworld: The New Republic;

What you think of it? )))

Report abuse Taiidani Fleet - The Key to a Victory

0 comments by AmDDRed on Jun 28th, 2012

Quite old article translation (sorry for bad english and mistakes), where I was trying to analyze fleets of Homeworld - more about taiidani fleet, how it has influenced known ones. Original is found here: Homeworld.su.
Something similar was written here, just about little armies: Moddb.com

So, let's begin with Homeworld triumphants.
In the first game kushan and taiidan fleets were actually the same. Yes, it can be explained by developer's lazyness and lack of time to make really different race, but even this thing can be taken as a part of game universe logic.

A we remember, in the game's beginning kharaki space fleet concisted of collecter, scout, research ship and drag-n-puller "salvette", thus meaning that kharakian had only one fighter class battle ship. Yeah, there are plans for scout chassis development, thus getting the interceptor; research for making smth at the size of "salvette" using it's chassis; and the research ship as an example of smth similar to the frigate class.

What helps kharaki engineering to make the leap jump? - Salvage of the empire's frigate. Immediately we can build resource controller - noncombatant ship. It seems, that taiidani frigate tech made capital ship production available.

After that frigates were done like sausages - support, assault... Bentusi has given ion tech - and here comes the ion frigate... Of course, kushani could not buy it, as turanic ion array frigates would give enough information for research - another question how good it would be, and would there be any good of it as in the next combat kushani will capture high quality taiidani ion frigates... Any way, the talk is not about the ion cannon technologies but about the taiidani being tactical and strategical inspiration for kushani fleet.

Yes, kushani had two ships that taiidani hasn't: stealth fighter and drone frigate (btw, both technologies have found it's place in somtaaw fleet). But why? First of all, both tech give us a sign of kushani exile number: about 3k mothership crew plus 600k Sleepers against 137 taiidani star systems (billions and billions). Stealth tech tells us about hiddden recoinassance, and drone frigate - about AI-tech development for human casulties and resourse minimisation. As counter-tactics, taiidani have defense tech: Defense Field Generator Frigate and Defense Fighter - kushani even didn't get it to research. Both ships tells us about massive battles, big fleet strategy, not the kushani partisanish one.

But still kushani had to copy both tactics and strategy (with very little difference) of the taiidani fleet, as they were copying there ships. And while taiidani enemies were strong enough (I mean first years of the Hiigara Landfall), and kushani had enough funds to keep big fleet, they kept on holding to the taiidani art of war...

So, the revolution broke out. Empire has fallen. A lot of worlds decided that their path is not the taiidani one, and not all shared ideals of Taiidani Republic. Thus Empire divided to Republic, based by revolutioners-separatists, and Loyalist Worlds, still hoping for revival, who was led by dictators or huntas.

Republicans got some tech from Bentusi. Many consider that because of this Republic's new fleet should be renovated and became more technically advanced, but Loyalist - otherwise, remain unchanged since Empire fall.

It would be true, if number of Republic worlds is less or equal to Loyalist one. Then republicans would seek, like somtaaw, new ways, non-standard decisions for victory achievment... But in this case - Empire heritage has left in the hands of the Republicans. Personally I doubt, that military centers would be located in the star systems which loyalty could be doubted - like those who didn't wanted to consider themselves as taiidani.

Second, if we take HW2 fleet, then we can see, that tech in general has remained the same: railguns, ions, plasma, missiles... I think, the same thing has happend as to the machines of WW2: they had been improved in armour, caliber, engine, but from outside it remained the same, was named the same and served same purposes.

You say, "how can you compare 4 years and 115 years (from Empire fall to Makaan's rise)? But the same infantry with spears or swords was used for centuries, until rifles changed the picture of the battle. Airplane's piston engine would still be used if not reactive ones. But what can you change in space? No aerodynamics, no landscape, and no rule-changing tech at least till HW2. More then that: vaygrs didn't use ion tech, but hiigarians has taken taiidani DFGF - the result seems to be something in between of Somtaaw force field and taiidani thing.

So, we can say that the Republic has remained with the same empire fleet (of course, with little replaces - like salvette being pure kharaki thing). And that's good, as Empire fleet was the most powerful: if we take a look at Homeworld War, then we can understand that taiidani fleet was fighting against the same "taiidani" fleet, so it could not bring any strategy change thus changing ship roles/ adding new ones; it could bring only new tactics to fleet manuals.

Completely another thing is about Loyalists. They had been left in minority, with completely other producing capabilities. If frigate can be built from carriers and space stations, then super-capital ships requiers some big factory. Even full population mobilisation could not help to make enough super-capital for full squadrons. And how much years could they treat their people without danger for their authority and economics?

Yes, HW:C shows us that at least 15 years Loyalist were able to use empire structure fleet. But the same HW:C shows us the crysis of loyalist militarism: the are forced to ally turanic raiders and even Beast, as they feel that the end of them is near...

Besides that, not only production capabilities are bigger for Republic, but also research ones. As was mentioned before, republicans would have their ships more superior along the same visual look. If so, then loyalists having a problem: they always will be second in that race.

So, taking in consideration beforementioned, loyalists has silensed after the Beast War: like Georgia's example showing us, not every economics can handle heavy military expences. Also, if we compare loyalist to the Ukraine, and Russia to Republic, then Russian can remake guts of MiG-31 to the level of 4++ and create T-90 tank, as T-72 evolution; then Ukraine can only have what she have in case of MiG plane, and T-80 can be be upgraded with more features.

What am I pointing at? Loyalists, as Somtaaw kiith, were forced to move to ship modular production system. This allows ship to get upgraded of needed circumstances, to use "local" technologies, and overall get cheaper production. And of course, it changed the battle strategy, distancing from classical Empire fleet structure, and, by the status, loyalist fraction got more and more closer to the turanics: to pirates and pirate kingdoms. As we know, Tobari were taiidans as well...

Vaygr. Look, it seems to be the force that can smash Republican fleet. But it seems only from the first sight. Was Makaan's victory something "natural" or was it only because of some jokers in his arm? Let's see what of consists his fleet.

First, despite the fact the vaygr mostly rely on strike craft, they have uberwaffe - super-capital ship, cruiser with "trinity" cannon and load of heavy missiles. What can it tell about their fleet?

If we recall pirate fractions, like kadeshi or turanic raiders, then we can find some similarities with vaygr: these also relied on strike craft with anticapital ship support of frigates and carrier-cruisers.
Of this we can get two consequences:
First, most of vaygr world did not needed big efforts to conquer them, as did not have enough forces against strike craft;
Second, it seems, that Makaan has started his career as a pirate/raider or miner, alike Somtaaw, even something both of these roles: this guess may be witnessed by the fact that vaygr wasn't very much known race in the galaxy.

Of this comes conclusion that his fleet strategy relied on strike craft, as it was better known to him, and he had no option to build bigger craft. Of this comes absence of ion frigates, as this is weapon of advanced galactic core empires, not some dawgs from the outer rim. ...But he has big non-similar to anything cruiser... About this later.

So, Makaan comes to the big world. He is misleaded, he counts himself as a prophet and Messiah. And his goal is to collect all three Great Cores. But this is not so easily done: one Core is at the Bentusi, other - hiigarian one. Both are defended by Galactic Council, which main force is Taiidani Republic with it's victorious fleet. Which in it's defeat has proven it's power (I mean kushan and rebel over empire).

What Makaan should do? Search for the allies. And then he half-conquers, half-joins (after demonstrations of his force - "you will join or die"(c) - ideological reason) Loyalist forces and other half-pirates, thus enlarging the number of his Armada and advancing it. Quite short stop at Loyalists allowed vaygr to make technological leap (like vaygr tech tree is very similar to HW1 one), and to become more taiidani alike.

But have this changed something? No, as the Loyalist fleet structure was half-pirate, the same as vaygr one, Makaan did not included it to the basic strategy as deeper modernisation would make Armada slower, more uncontrollable because of different tech used, untested, expensive and that would requier strategy rethink. That's why Makaan getting more squadrons, moves forward.

Only problem on his way are the giant outposts and hyper-inhibitors defenders, that blocks the path to the Taiidan Homeworld. Lessons of kushan, which silently destroyed hyper-inhibitor, were taught well...

Here Makaan would need some craft that would destroy with high efficiency non-moving objects, like Nomad Moon etc. And Makaan gets one - the "Humpback" battlecruiser with his Trinity Cannon main weapon as something very unique to the overall missile madness of vaygr (of course it had missiles but for selfdefence of capital ships like frigates). It even is buildable separately of all. But was this cruiser the reason why taiidani failed?.. I don't think so.

Makaan had a Joker: the Great Hyper-Core, which allowed him to make super-long jumps, and taiidani strategist where not ready for this. To catch Makaan, republican would need to split their fleet to parts, and that would be the suicide. All taiidani key worlds were known to him - it wasn't useless to join with loyalists, with their spies, relations and simple knowledge where are hided most valued things in Republic.

And thus, Republic wasn't able to answer to this move: check & mate. As the result, divided from inside (low moral, "Makaan is the Messiah!", "To Hiigara!" etc) and outside, Republic has given up. I guess, there was also some Taiidan homeworld defense and terror with ADW before that...

Immediately Vaygr has taken course to Hiigara, to get it on knees also. But hiigarians weren't dumb enough to simply sit and watch enemy's coming: they've studied this enemy for a long time already, and they did understand what are the advantages of Great Core - hiigarians have used it twice already for the same purposes. And the did know that if Makaan wins he turns to them, as he claimed himself as the "uniter of the cores"...

...And Hiigara starts preparations for upcoming war:
a) elite fleets are sent to allies, like Sobani ones;
b) new ship is required for being capable of large fleet maintaining - and that's the Pride of Hiigara (we must remember, that hiigarians had no time to project and build completely new ship - and that's why old Mama-ship project, as a proven itself, had been taken and upgraded a little);
c) new fleet paradigm is taken (we even know when this was discussed, by admirals Paktu & Riif-Sa, for the first time: date from HW1 - Kharaki year 1302 - Hiigara year 86, 29 years till Vaygr Invasion).

This new fleet is quite alike vaygr one. Of course, we for sure can say that it's been influenced by it, but that can be simply threat lowering - now not taiidani were major problem to them, but raiders. But anyway, it can be compared, with little "national" differencies:
First, the basis of hiigarian fleet were frigates;
Second, carrier was more universal;
Third, unlike vaygr, hiigarians were anti-strikecraft concerned;
Forth, hiigarian battlecruiser was thought as mobile target threat not unmoving like vaygr one.
And we can see that hiigarian new fleet mixes vaygr mobility and solidness of Republic's fleet.

Also, the same as we've taken look at vaygr fleet, we can take a look how correlates taiidani and hiigarian fleets: hiigarians have more frigate then everyone else, and that means that since Beast War their main enemies were pirates and half-pirates, that didn't need big crafts for it's defeat. But the taiidani fleet hold even two destroyers, which means that they are ready to kill even bigger guys. Like Bentusi, for example. And if not being so jumpy, Makaan would have a looot of troubles...

...But we've missed two important moments in taiidani history: kadeshi and the Beast.

Let's start from kadeshi. Analyzing kushani Nebula breakthrough, we can notice two cicumstances giving undeniable advantage to exiles. First of all, they theGreatCore, allowing overjump, unlike other craft; second, mothership allowed to respond flexibly to changing conditions.

Taiidani recoinassance squadrons, sent to Nebula, had no such possibities. First, they could not move with giant hyper-leaps: most possibly, kushans has overjumped main patrol zone of kadeshi, and they have met a little of ships.
Second, taiidans would not be able to engineer and construct immediately new antifighter corvette or frigate. Third, taiidans would not be able to calibrate their sensors to find hyperspace blocking ship. As a result, taiidani squadron, even it wins first battles, would give up to kadeshi themselves...

Does it means, that kadeshi is force that can smash taiidani fleet? Of course, not. Kadeshi just knew how to use these circustance for their good. Outside, no one had knowledge of what awaits in the Nebula. And fear has big eyes. No one could tell, what ships is using enemy and what tactics is good against him: "no one returns...".

The same problem was about the Beast: new, unknown before, strategy of the enemy. But as soon as Somtaaw comrades have invented vacination againt the Beast, everything got back to it's places. And old tradition and trustworthy fleet of taiidani went forward victoriously...

Report abuse Calendar

0 comments by AmDDRed on Mar 18th, 2012

These are the pictures from new calendar of "Astlandia" company ("Ostland, mein fuhrer!"):
Nazis are glorifyied in Latvia: Imhoclub.lv

Report abuse HW2 Engine

0 comments by AmDDRed on Jan 20th, 2012

Was thinking about HW2 engine once again.

Probably, going to the new engine is one exit. But it would be a painass for the most of the modders, as they are already used for some instruments of original one.

It's interesting, how much does the HW2 engine cost? I've seen some thread at relicnews, when smbd tried to know out how much would it cost for his own game, but he was unsuccesful.

I wonder if the whole HW fan community would start collecting money to buy out the HW2 engine, to make ioquake3 or iodoom3 alike - open and advanced. Of course, there is a bad experience with HW1 source but still, there are quite interesting modding communities of HW2, that go much further than just new ship adding...

So, how do you think, how much would it cost?.. How real this dreams could be? Of course, it's interesting if Relic & THQ will agree to do that - who knows how much sues are hidden in closed source code?.. ))

But, anyway, would you donate money for such thing? )

P.S.: Btw, did you knew, that Formula1 inventions are not patented - because if one tech would be closed for others, they'd forbid it in F1 and there just no use in patenting ) Because it's honest and crystal clear competition.

Report abuse Somtaaw Vortex

0 comments by AmDDRed on Jan 8th, 2012

Hiigarian Vortex from Complex mod is probably one of it's famous and best models, fitting the original hiigarian design.
And what have thought about - this thing looks very much like somtaaw dreadnaught:
And behaves in the same tactics paradigm the somtaaw has - like dreadnaughts repulsor weapon and multibeam frigate "cowboy" shooting, Vortex is made for shooting everything around it. So if we think about what place this ship fits mostly - it would be somtaaw fleet.

Report abuse Engines and Homeworld

0 comments by AmDDRed on Nov 24th, 2011

HW is getting old. Engine of the last game was not so flexible as many awaited.
So it's time to think of a new directions for HW fans.

Writing own engine would be a little bit bitchy, but, actually, there is no special need for this, as there are plenty of different free and open-source engines with quite large communities supports both by windows and unix OS's (e.g. linux & mac). I'd name some:
a) Spring RTS engine - made originally for the Total Anihilation remake, it has big community and probably could be used; GPL license, as far I can remember;
b) Blender engine - engine that is part of "Blender project" - GPL modelling program;
c) Unity - it's commercial, but for non-commercial games it's for free. Seems to be quite advanced;
d) iodoom3 - e.g. Doom3 engine (idTech4). Yes, it's FPS, but very advanced, and it became GPL recently for non-commercial use; also, as you know id engines, it can be developed to anything - race, TBS, and so on;
e) DarkPlaces - ex-Quake engine, it's been reworked and now features a lot of stuff from idTech2-3, knowing people tell that this one is on level of idTech4. From Blood Omnicide project - remake of Legacy of Kain: Blood Omen - till Nexuiz/Xonotic - Unreal Tournament like FPS.
f) and so on - plenty of them, Arx Fatalis, Cube, Ogre, Nomad, ioquake3 (idTech3) etc etc etc.

So, seeing the number of mods with different races and styles of game, I need to say, that all we need - guys, that are able to program the game itself - unit movement and AI, control and interface. But yeah, it's not so little ((( But on the other hand it would allow to make new features (and combined from various HW and HW-like games) without senceless asking of the commercial developer studio.

Of course, it won't be HW3, even not HW - only in mods, but it would be smth that would make Relic to move on with it) and race for the "who's the best" prize))

Report abuse Hyperspace Jump

1 comment by AmDDRed on Oct 28th, 2011

These are the facts:
1) MS has its own HS-module;
2) Ship must carry 3 industrial powerplants to carry the HS-module;
3) HW1 tells us that carrier carries it's own HS-engines.
So, if it would be the default option for capital ships, then it wouldn't be mentioned. Also, if we take a look at the frigates, then we can see that it is too small to "carry three industrial powerplants". So, we must admit that only ships that are bigger then carrier are HS-module carriers. And that what the HW2 show us.
But of course, there are frigates (3, 12) and destroyers (12) that jump alone to the far side of the galaxy w/o any HS-carriying vessel support. Probably it can be countable as emergency (12) jump or a cleaning patrool (3) jump that were considered as "we will be there for you later".

4) There are 4 times in a game, when the strike craft is sent through the hyperspace (1, 13,14, 16 missions);
5) There are hyperspace windows that are not connected with the certain ship module (13, 14 missions);
It could be counted as a proof of energy source advancement in Taiidani Empire - like frigates carrying cooler small-size reactors )) that could "bit" 3 kushani's industrial one's. Bu tmaybe not - as HW authors were considering sides at quite same technological level - another one HW1 story glitch. Yeah, there were massive bases and so on, but that's only matter of resources and time, not technology.

So, it were just the HW1 stuff, which only gets in line with HWC and HW2 stuff.
But that's not the thing I wanted to ask. So:

* So it's possible for craft w/o module to make a HS-jump;
* HS windows are quite controllable (as they are moving to the ship, not the ship moving to it; as they just appearing in some point of XYZ, not just enabling ship to jump);
So then there's a question - do the ship need to have some sort of HS-interface to connect to the opened HS-windows? If not, then why we don't play "send this fleet away" game; if yes, it probably must be some quite cheap thing unlike the whole HS-module...

What do you think?

P.S.: how do you define "strike craft"?

Report abuse Hypermanual

3 comments by AmDDRed on Sep 18th, 2011

I'm starting to like HW1 manual. Unlike other HW-serie manuals it has not so much visible story-bugs, but if they are found, they cannot be discribed any otherway but the "BUG".

Like here, in describing hyperspace module name.
First, it's Hyperspace Induction Module. OK. (p.3)
Then, it's Solid State Hyperspace Induction Module. Is it solid-state module or module inducting the hyperspace into solid-state, that our ships could contact it? (p.9)
Ok, then we fin the answer - it's the solid-state Hyperspace Module. (p.9)
And finally we understand that only core of the hypermodule is solid-state, embedded by most complex systems. (p.9)

Ok, it's quite clear - hypermodule consists of at least 3 major parts, the solid-state core, the quantum oscilatoin device, the control and the power systems. And the powerplants. Three at least. Why? Any powerplant would be usefull? How much industrial fusion powerplants could be placed on the frigate? 150 meters long it is. Could it be just one, but with more advanced? Khar-Toba seemed to have only one...

So much details, but these only messing one on other, leaving too much questions. Looks like these writers wanted to leave great impression, but they've never thought of small details which usually ruin everything.

One more: "This catapulted our tech 500 years forward!" - interesting, what timeline did they use? 20th century was quite heavy on inventions, and if we take this exponential leap, that would mean that kushans were like protoss ) But the reality shows us quite earth-like design (I mean taiidani ships as they were originally intended to be the exiles, but kushani ships are not superior either).

And what did they find out from HS-module if at page 9 they telling all the time - we don't understand how it work, we have limited understanding, there aren't even theories... ???
We were testing hyperdrive heavily! - first, and - we were in a lack of resource, so only few HS-modules were made before MS, some crashed... - in the last news. Tested, you say...

Sometimes I even think that HW continuations were thought out more carefull then the original one...