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.
I'm going to be deleting some of my little old mods that I combined when I created HWCE. Also, I'm not sure if I should keep publishing HWCE here or move to Steam. I don't really like MODDB. It's so ugly.
Is there going to be a HWR modding group too?
I created a keyboard control map for this game. You can find it here:
Please let me know if there are mistakes.
Things get a little more focused toward the end. At least they did for me. Plus a lot of times you can make use of the Escort Droids who transport you between areas instantly.
Just finished playing. Overall I like the mod but don't understand the point of what happens to two of the major characters at the end. It seems kind of pointless to go through the whole thing and then have them be "unavailable" at the last second, especially given that they are jedi. :/
I have the Jedi Temple mod installed. Is that going to be a problem?
I'm developing the "Homeworld Classic Enhanced" mod instead. It has all the original game modes, plus extra modes from my "Gameplay Enhanced" mod.
Oops. I've not encountered that issue myself. Maybe because I despawn the ships using a gametype script after loading the level.
I'm thinking of getting SoSE. How is the modding scene there compared to HW2? Can the same number and types of stuff be modded? How are the tools compared to ours?
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...
Here's a categorized list of HW2 modding tutorials/topics at the HW2 modding wiki.
Thanks for pointing out Olmy's gamerule mods! I wasn't aware of those.
I've fixed the bug, but the fixes only appear in Homeworld Classic Enhanced, the successor to this mod.
Yes, there was a bug preventing the CPU players from harvesting resources. I've fixed that in the latest release and all the HW1 levels have been re-enabled. Note that I've renamed the mod to "Homeworld Classic Enhanced" in case you have become confused.
I just noticed the inactive resource collectors problem. I'm not sure what's causing it. Something to do with the level files? It doesn't happen on every map: for instance the Lost Falls and Hyperspace Arena maps work OK.
Did you get my PM at RelicNews? Do you have a copy of the mysql dump for Thought's original version of the HW2 modding wiki?
Which mod are you referring to?
Should be better now with the new version.
Sync problems should be better now, as I found a way to address some of them. At least, I played about 1/2 dozen games over Hamachi with no desyncs, so YMMV.
Shouldn't have put the version number in the ModDB project name. This way you don't have to start a new project with each subsequent release.
April fools, I guess. :shrug:
I just switched over to MediaFire (http://www.mediafire.com/) from FileFront. File uploading/management seems to work a lot smoother. I hope it doesn't collapse due to the economy, as well! :(
Also, this is why I have stayed with Geocities for my personal website for over 12 years now. It'll still be there when you come back--unlike all these other sites that seem to appear and disappear on a daily basis.
Does this mean all files will disappear? Have you guys (I mean ModDB) taken the precaution of backing everything up?
Please list all the tools contained in the archive, please.
It says, "You need the 1.1 patch to play." The 1.1 patch of what?! Of the mod or of FarCry? You have so many versions of this and that... it's very confusing!
Does this mod work with the XTv4 patch? Which version should I be patched to in order to find the most people to play with online?
How active is the multiplayer currently? Do a lot of people play with the XTv4 patch?
This sounds a lot like the complaints people had about Silent Storm. Good in the beginning, but then the SciFi stuff ruins it.
Well, I released the latest version of the mod with an AI working as well as I can get it to work. It still manages to put up a pretty good fight.
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.
I neglected to mention that I'm also taking a look at the AI to see if I can get it to work with the various game modes.