Hi! I've been playing Homeworld and Homeworld 2 since 2003, but am not really active any more. I'm also known as Username|SF on GameSpy. You can reach me via the email link on my homepage.

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Blog RSS Feed Report abuse Latest Blog: Campaign sector grid

0 comments by MiKail__ on Dec 22nd, 2010

Check out this post I made at RelicNews about an idea I'm throwing around. Basically, it would make it possible to create a set of missions located in a sector of space where players are allowed to choose the mission based on its X and Y position. I've shown in my other mods that it's possible to generate level and mission data dynamically, meaning it should be entirely possible to have the content of a mission change based on which mission - or which sequence sequence of missions - the player selects, as well as the location of the mission within the sector. Thus, you would no longer be limited to a linear, chronological sequence of missions for every campaign, but instead could have a sort of "strategic map" from which to make your selection.

This is really an old idea of mine, and the reason I didn't pursue it in the past was that there's no way to launch a mission from the frontend UI arbitrarily. You are limited to the Tutorial or Ascension (default) campaigns, and have to overwrite one or the other of them in order to get the "Start Mission" button-click in the main UI to register with the game. Basically, it's the same reason why all the custom campaigns out there need to be loaded from the command-line unless they instead overwrite one of the existing campaigns.

Why Relic decided to hard-code the UI in such a way when it's otherwise easy to reconfigure, I don't know. It's one of the several things they overlooked that I rather wish they hadn't.

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MiKail__
MiKail__ Nov 21 2011, 7:49pm says:

I just released Homeworld Classic Enhanced, a compendium of HWC and my Gameplay Enhanced mod. It made me think it would be cool to add more game rules by other authors. Not sure there's much of a point though considering how dead Homeworld 2 is...

+2 votes     reply to comment
AmDDRed
AmDDRed Dec 15 2010, 5:10am says:

Are you planning to develop further this mod?

+1 vote     reply to comment
MiKail__
MiKail__ Dec 22 2010, 2:41am replied:

Which mod are you referring to?

+1 vote     reply to comment
AmDDRed
AmDDRed Jan 8 2011, 8:29am replied:

Homeworld 2 Classic Rebalance

+1 vote     reply to comment
MiKail__
MiKail__ Oct 26 2012, 4:20pm replied:

I'm developing the "Homeworld Classic Enhanced" mod instead. It has all the original game modes, plus extra modes from my "Gameplay Enhanced" mod.

+1 vote     reply to comment
prema_van_smuuf
prema_van_smuuf Jun 27 2009, 9:07am says:

Hello there, gentleman! :)
I already posted this comment on HWClassicRebalanceMod page, but this is something I would _really_ want to know, so sorry for that:) ..

While playing HW Classic Rebalance I and my friends get a lots of "out of sync" errors. I have read (relic forums) that it's caused by not consistent variables amongst the players. If I run classic hw2 deathmatch (ie. no mod) the error no longer occurs. Hence I figured it's caused by HW Classic Rebalance mod.. Is there any chance (and please say it is:)) that there will be next version, maybe with this ugly bug removed?

+1 vote     reply to comment
MiKail__
MiKail__ Dec 9 2010, 8:07pm replied:

Should be better now with the new version.

+1 vote     reply to comment
MiKail__
MiKail__ Apr 2 2008, 6:20pm says:

I've been looking through the AI files to see if I can get them to work with the Defined Roles portion of the Gameplay Enhanced mod. Unfortunately, too many of the AI functions only work with the current CPU player. E.g., you can't use them to, for instance, measure the number of idle refineries of a teammate.

+1 vote     reply to comment
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