Hyped, such a cool addition. Voted.
Hyped, such a cool addition. Voted.
Very awesome mod, glad to see it updated for the remastered version. Hoping for a few things from the next release. Unit Caps would be great, I enjoy this mod the most when small squadrons of ships are duking it out, the big furballs that 100 unit cap allows gets a little too insane, especially with ships flying into each other. Also hope to see the Typhon launching fighters for the next release, really cool that you guys included it! Also wondering if flagships are going to continue to be slower than their regular unit counterparts? I feel like the Enterprise should at least be on par with the Sovereign, if not slightly more powerful. Anyways that's all a little nit picky, can't wait to see what gets changed in future releases. Thanks for the sick mod.
Looks awesome, can't wait to see more updates
Scratch that, couldn't run it from my downloads folder, weird.
Installer crashes on launch, any chance the .big or mod folders could be uploaded?
Awesome mod! The only thing I didn't like was the low unit HP, I had to double every unit's health so firefights didn't end so quickly. You guys have some very cool models and I like looking at 'em rather than micromanaging like crazy so they aren't constantly exploding.
Very cool mod, been waiting for an RPG sort of mode for Homeworld 2. One thing I don't like is a few of the names, Fairy Empire? C'mon, that's sorta gay, the translation should be something cooler than that. Also where do you get Sword Interceptors in Trade Mode? I can't find them anywhere. :O
Great mod, hope the next release is still coming!
Has anyone gotten Auto-Fighters to work? They spawn in scenarios but not in deathmatch?
Yeah, when I start my first game after launching HW I have to play an Empire vs. Empire game with Facilities as the starting units, after that any assortment of factions should work. I don't think there's any unit descriptions in .60 like there was in .45.
Looks great, been wanting a game like this for a looooong time.
Target line shouldn't have any spaces between the .big files, might help anyone with crashing issues.
-mod CORE.Big,PLANETPACK.Big,SWSOUND.Big,SWMUSIC.Big, ... etc
Damn that looks good, keep it up guys
Sounds like they saved up the extra race slots for the TMP era races, so I'd assume you'd be able to play as a TNG or TMP era race against each other in the same map. They aren't released yet, hope it's soon!
Hello all the way from 2013. Something I noticed with this mod, wish the forums were still up so I could post there. In skirmish mode Cylon AI almost never sent Basestars out to attack, and Colonial AI would do the same with any Pegasus' or Galacticas it would build, they'd just sit where they were built, floating around like idiots. I resolved this by unquoting a couple lines in the AI file "classdef" in barnmaddo (Homeworld2/Data/ai/barnmaddo in the source version 0.6.1).
-- can build ships
squadclass[eBuilder] = {
--TOS
--TNS
--CYR_BASESTAR,
--CYR_HEAVYBASESTAR,
CYR_RESURRECTION,
CYR_RESURRECTION_CM,
CYR_RESURRECTIONHUB,
CYR_TANKER,
HUR_MININGSHIP,
--HUR_GALACTICA,
--HUR_PEGASUS,
HUR_RAGNAR,
}
Notice Basestar, Heavy Basestar, Pegasus, and Galactica have "--" in front of them. I saw the AI using Pegasus to build fighters still, so it doesn't seem to stop that from happening. The AI now puts their capital ships in groups and sends them out to fight, rather than them sitting with their fingers in their butts.
Hope this helps anyone that's having boring skirmish games!! Mod frakkin' rocks.
Will AI opponents use the Dominion Alliance?
What happens if one section is destroyed? Does docking with a shipyard replace whatever section is lost?
This mod rules hard. I can't wait for the next release.
You guys are princes of the ******* world. Greeeeeeat mod.
Awesome f'king mod!! I'm definitely enjoying this, loved Freespace and it seems entirely natural that it be an rts.
Fun as hell!
PineappleMan
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