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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.
After a lot of test I found that increasing the script interval, didn't help at all, because with high amount of ships that the script needs to work in the same frame sometimes is too big and too noticeable.
So I'm going to try to divide the script load over time.
I read that thread on Relic News Forums, maybe it could work for something else in our mod, like Mr Thi said, it could be worst with this amount of ships.
Thanks for the suggestion.
Yeah I understand what you mean, and I wish the HW Remastered from GBX could give us that option, seems like HW2 had lazy development.
About HW2 bullets they are more like beams with a bullet animation, which is a silly solution if you ask me, also seems that the code is very inefficient having problems when managing several slow bullets from many turrets.
Not exactly, but more like fighter getting inside the R.Controllers or Support Frigates, a quick solution was to disable one latch point like you see in the screenshot but I want something better.
I think you are right, I will try to optimize it better, I have some other ideas aside from increasing the check interval, right now I checking for 2 sec to look if it works correctly. I don't want to raise it too much because it could make the Kadesh swarmers work incorrectly.
In HW1 the interval was 1/16 of a second and the fuel consumption was twice during combat, I wish this was that efficient.
Yeah, its a large lag and stuttering source, and even more since our fuel script is two or three times longer, but I could optimize it to allow the original HW1 unitcap(80f, 50c) with between 2 AI players and keeping around 60 fps in my old Phenom II machine, I bet nowdays CPU would have less problems, still 1/2 and 1/4 HW1 unit caps are available.
Also we it will be optional in the gamemode, so you could get better performance.
Thanks 23-down, but I beg to differ in a few details:
1. HW1 corvettes as other bigger ships use the default attackstyle,a variation of "Frontal" from HW2 but always strafing, the bigger the ship the less it strafes, but that strafe depends on the tactics used.
2. The corvettes in the video are chasing fighters which normally are faster keeping them at the edge of their attack range, but after they reach 0.5 of their maximum attack range, they will immediately strafe around its target, If you look closely you will notice that.
3. HWU and HW@ use the "flyround" attackstyle from the corvettes in HW2 renamed to "circlestrafe" and tweaked a littlebit, nowhere near HW1 in anyway.
4. The Defenders movement was bug caused by a limitation of the engine to use certain acceleration and max thruster values, HW1 was much better in this aspect.
5. I just checked all this from playing a skirmish in HW1, downloaded and played HWU and HW@, and looked at its internal files to verify, the same day I wrote this.
Thanks for the suggestion, and you would be able to verify this pretty soon, when we launch our second demo.
Edit: the only one using the HW2 attack style in our mod is the minelayer corvette, but with its correct range stats for the attackstyle.
I think its to give a less up stretched look, I was a little skeptical at first too, but I used to like it with the time.
Note: I've added a the Crown Victoria for the AI to use in races against the player(I hope this don't make you think it is a bug, because it is not).
Also THANKS for testing it!
Sorry this is my First release of anything so mabe i'm bad writing readme files but if you the installation depends in how many and what mods did you have installed in your game so i need more info to give you more detailed instructions