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Be sure to use the german "no cd" or at least the patched v1.1 original exe file, I have heard it causes issues with this mod.
I can guarantee that the AI is working correctly, but on some systems there are things that can mess up the behavior of the mod, and I have yet to know why this happens.
One of my friend has an issue with the AI looping and not working, but that has always happened on uncertain situations with other mods installed on the same data folder.
to solve that I have separate folders for this mod, Its the only mod where I have the need to do that, maybe we are pushing the engine too much or something.
That is mostly caused by old video drivers that weren't compatible with Glare effect, but that is something I haven't seen happening again in years, I will disable that Glare in the next release, but about the voice on the cinematics issue you are the first and only that has had that, maybe you forgot to turn up the voice volume?.
Yeah that worried me too, if I had access to the code I would have made a new class of beam weapon that leeched RUs from the asteroids just like in HW1.
I'm very concerned about it too, since I'm working on this mod I know is easy to mess it up, so I bet they have made some small changes to try balance things up, but I'm sure that the experience is not going to be the same.
For the singleplayer issue, did you create a new profile for it?, most of the time that is the problem.
Yeah, the Ai has been an issue mostly because the research, if you disable it in the match options you should be able to have a better experience, I'm still working on how to make the AI better, and for that I need more feedback like this, Thanks for your input!
Sorry but the Taiidan in Sp Campaign is not possible right now.
You will be surprised by the amount of quality that Gearbox is doing on the ships, but for now I can only recommend a new video card.
The remaining ships are going to be introduced when ready, but I will try to make an effort to include new ones in the next release, maybe we will need to sacrifice some quality. But if things go as expected in the next 2 or 3 weeks.
We aren't accepting donations for the moment.
The remaining ships are more close to a release than the SP Campaign, because its still very incomplete.
Thanks for the input.
We already took that into account, then, may I ask.
Did you built the modules on the research ship?
Each research module gives 10% fleet build speed bonus, and research times halved, since the research ship comes with one embedded to enable research capabilities, and you have a maximum of 6 modules, you can achieve 50% faster build speed and 1/6 research times.
Parallel building has been problematic for me so I tried a work around and tried to match or had slightly faster building than HW2 but without breaking the pace like on the last demo, an example with build speed:
Ion frigates HW1/HW2
default build times:60s/55s (seconds)
maximum upgrade: 1.5/1.3 (HW1 doesn't have upgrade, value from HWR )
upgraded build times:40/42
I would like more opinions on this though.
All Kushan Fighters have dual gatlings with five barrels each, this one is single, with four barrels, has a damage/bullet only on par with a scout, even less firing range, narrower firing arc, it only has better accuracy due to its projectile velocity and a longer firing bursts.
I think it should be a little better , so I'm planning to allow them a few upgrades for MP.
The F-ing HW2 engine limit us to only 3 formations for the moment, and they are not really formations they are just Strike groups, and that is not the same at all.
Don't worry I bet they are going to do a good job.
Thanks, I will try it next time, right now I'm using a 460SE Overclocked, I will see if there is a difference with this card first.
Your input is really apreciated.
Its the fuel script, I gave an option to disable it for skirmish in the Gamemode settings, since its not a very optimized code its only recommended with medium or less unitcaps.
Levi is right, not even the "mouseOverMinFadeSize" or "mouseOverMaxFadeSize" values does anything to change it, seems like its hardcoded.
I'm yet to understand how to solve that, after years of knowing that issue I'm still not sure how.
I think I know how to do that but need to test it first
Yep, I ever felt that the flak was way too overpowered against capitals and frigates, Plasma and Kinetics Rules!
I don't think so, our main lag source right now is the the fuel script and its limits kicks several times sooner.
Yeah is nice for it to be toggled, but bet you are going to need it, HW1 ships are very difficult to see, and yeah those were 3, the second one being the most useful and less intrusive, and its more like from a certain distance onwards.
Yeah its possible, but we don't want that AFAIK that was a limitation and not a feature.
Yeah, I know I need to look into that.
Nice work, but I'm a bit concerned about the the weapons firerate, even if it looks cool, it easily becomes a huge hog for the CPU to process, not even mentioning large battles and multiple battlefronts, just my 2 cents looking forward to this project, seems promising.
Thanks I forgot about those, I wish their values were a little bit higher since at 55 health when the script is triggered they easily get killed when RTB.
Also I used the same script for both fuel and damage, I just needed to add a simple line, two kill with one shot.
Yeah, I think our interceptors are a little bit smaller than those on your link.
I understand your thinking about the sizes, but then BSG would be far worst, and that is the main reason I'm happy with these scales in Homeworld.
Still working on that.
Yeah, but for that I would need to separate the fuel script in a function for every class (which is exactly what I want to do now) for them to use different intervals for each class.
Lets see if I can get it working as I want in the end.
Maybe the perspective is playing you tricks, I've compared them with the sips latched, and they look the correct size, the scout is around 16m.