I am just a gamer that loves anything and everything sci-fi from Halo, to Homeworld, to Warhammer 40k, to Starwars, Starcraft, Sins of a Solar Empire and Dead Space my new personal favorite.
No it isn't synced with the hyperspace effect. My reasoning on this is due to the fact that the gate uses an already time consuming opening and closing animation. As a result I want the ship to come out of the gate as quickly as possible but still in line with the animation.
Also the gate is capable of building utility ships, frigates and platforms and of course capital class ships.
Capital Class ships of course arrive through the gate.
While the rest will be deployed from an actual hanger that I have yet to add to the gate.
Fighters and Corvettes however are built from the Dark Progenitor's Carriers(Dark One's Hands)(You can see one in the picture as well)
However I am considering setting up the gate to build fighters and corvettes as well. But I'm unsure on this as of right now.
Though the Dark One's Hand is capable of building any ship in the Dark Progenitor's fleet. Except for Dreadnaughts and the Dark Star.
Also as far as the original demo goes the Dark One's Hand could build Dreadnaught's as well. This is being changed in the full version for balance reasons.
As far as I can tell modding for the classic Homeworld 2 version is the same as modding the original one as well. Meaning the mod will be compatible with both versions.
Once I can get around to restarting development I plan on finishing the classic version before I even think about moving onto a remastered version. Still we will see what happens.
Ya I most likely did. Most of these were just for testing anyways. Plan on redoing a few later.
Awesome as always.
Give me now!!! :) Its just so awesome.
Yes I know the resolution is at 800x600 I keep it like that because it runs better because there is less on the screen and right now with this game anything that helps with performance is good.
I really don't care about the old effect I'm not going to have it set up where ships pop up after the brightest part because I want ships to be out on the battlefield as soon as possible.
Hmm my level 30 character from fallout 3, Yep I'll be fine.
Ok where did I leave my stockpile of nukes at...
I think I would just call in a nuke... Or an orbital strike.
No problem. I just thought i should point them out, keeping the ships original is all fine.
Heck I had a similar problem in my mod where a ship wouldn't launch and ignore parade formations and adding those 3 scripts seems to of fixed it.
That is very true, I just wanted to make this thing for the fun of it. :)
(Dang couldn't edit the original in time.)
I also noticed the Vaygr Flagship is missing 2 other little things in it's script which are:
addAbility(NewShipType, "CanDock", 1, 0)
NewShipType["dockTimeBetweenTwoFormations"] = 1
NewShipType["dockTimeBeforeStart"] = 2
NewShipType["dockNrOfShipsInDockFormation"] = 1
NewShipType["dockFormation"] = "delta"
NewShipType["queueFormation"] = "dockline"
NewShipType["dontDockWithOtherRaceShips"] = 1
NewShipType["ignoreRaceWhenDocking"] = 0
As well as this one:
NewShipType["launchTimeBetweenTwoFormations"] = 1
NewShipType["launchTimeBeforeStart"] = 2
NewShipType["launchNrOfShipsInDockFormation"] = 1
NewShipType["launchFormation"] = "delta"
Also the real strings are the "CanDock" and "CanLaunch" ones the parts under them are things that controls it.
Hope this helps.
The reason why they might ignore parade data could be the fact that both mothership's scripts are missing a certain string that controls that i believe that it could be "addAbility(NewShipType, "ParadeCommand", 1)" (without the quotes)
Currently enjoying Maelstrom as the the pirate race, despite how they aren't finished yet. Can't wait to see how they turn out when finished.
Awesome i can finally enjoy sins again! :)
You can also see UI modifications on this pic as well.
Maelstrom has been a mod that has definitely enhanced my Sins experience, with that, this mod has my vote. :)
This one has my vote :)
This mod has my vote!
I've always spelled it Hiigara because of the fact that spelling of Hiigarans match it, its just how I've always done it but I can understand and respect the reasoning for using the other spelling.
Ah an update and a epic one at that! Glad to see this mod is alive and well.
Ah yes I remember this mod from a while back and I found it interesting, the idea is kinda neat. :)
The funny thing is I was barely lagging with this. The reasoning the Hiigarans and Vaygr are optimized the other races... Not so much.
o.O .....Does anyone have any brain bleach...anyone