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You guys have something special here.
Since you have single fighters/corvettes and there are a lot of them, I would personally make their TO Icons half the size they originally have. I believe it would certainly help to keep the screen clear and easier to orientate. Even though it's not the way it was in HW1.
Funny thing I forgot strikegroups even exist...
That's an awesome idea. I had to drop depris for frigates because even that was too much, so FX debris sounds great.
Life happened, work. See for one thing I'm no longer a university student. But I definitelly want to resume my focus in a month or so when I should have more time. And I'm waiting for how the new Homeworld Gearbox incarnation will turn up, so a small revision is going to be in order as well.
Camera control, yeah try the VSYNC option in the options menu, that should do it.
Switch the Game Type option in the Player vs CPU menu.
My favourite Vaygr color combination, just like on the Relic art works.
Some lag is caused by the ship naming, some by scripts.
There is a game mode called REARM DM Simplified, which drops a lot of these scripts. Use that and inside of it turn ship naming off.
The last month was filled with simply too much work, the next one is going to as well. Just couldn't make that december release. I'm gonna get to it, but not right now, I'm sorry about that.
Hey but I'm sure the HW2 modding is going to be in a spotlight again with Homeworld game digital releases.
Firstly, thank you very much for your support and interest, my goal was to create a mod with a certain standard, I'm glad you appreciate it.
That said the Reseach Station in the last released version is simply WIP. I think the texture at that time took secondary team colors.
PS I'm really not sure you can (or actually should) crowdfund game mods, it doesn't sound solid.
Congrats on your 2000th comment, you win an early access.
Just kidding, ...but whatever, I'm not.
It is still ongoing and I'm not just saying that. Though it's crawling. It's more of a case of occasional small weekend bursts.
But someone suggested Christmas, as I did a special Christmas release twice, so I'm aiming for that. Expect fixing of an enormous amount of mess plus new research options rather than a brand new Battlecruiser though.
Yeah it is available for community use.
...and you might have mentioned they are taken from the REARM mod.
I like it.
I know, that's what I answered you.
The mod requires v1.1 patch to run: Moddb.com
Amen to that.
Again, don't feel offended, but why would I ever want that?
Just try to look at things from my perspective finally. Imagine it's your mod for a second, why would you want to leave a design of the biggest ship in your mod to a random stranger instead of doing the fun part yourself.
Well, a light carrier, maybe, but...
Have you heard a game developer's saying that "'everyone' has game ideas? And people who can realize them are working on their own?" Ship designs are a bit like that, everyone has plenty of their own ideas, I have plenty of mine, that's why I'm working a mod where I can make them.
It's not that I'm closed for suggestions and I definitelly don't want to sound harsh or rude (there were some really good ideas suggested by people), but right now what REARM needs are two things:
-achieve the symmetry: Supercarrier for Vaygr, Artillery Frigates or a new Battlecruiser for Hiigarans this time around...
-some heavy metal, Battlecruisers, Heavy Cruisers, something mean looking, highly destructive and fun.
But just to be fair, a direct answer to your suggestion:
-what's the main difference/benefit against a regular Carrier?
-it's a "little bigger than a frigate", yet it has two facility and two module slots, two slots for ion turrets (something not even a full sized Carrier has) and 4 resource drop off points??? On a ship that size you should sacrifice half of the Carrier's ditinctive functions. For instance no modules (HS, research), no resource drop-off points.
Christmas, yeah I should make Christmas release my goal.
I know what you're talking about, I felt the same, but it's in fact not an easy topic.
Frigates don't feel strong enough, I know. Well to be more specific they die easily and similar to what you said, their cost/efficiency ratio doesn't scale with Destroyers and Battlecruisers.
REARM has a few interesting things though, like Artillery Frigates, they are definitelly useful, they very well solve the survivability problem by engaging from beyond standard ranges. Also Hiigarans will have some specific research to make their frigates more durable.
But non of this is exactly an answer you're looking for. What I'm going to write further isn't either I guess.
The fact is, the frigates do actually work, but you need a pack of them, at least ten or more. Then they are a force to be reckoned with. I've seen some very effective frigate fleets beying deployed in a multiplayer game (and it was in a 3v3 match with every player already having 3 maxed out Battlecruisers).
Another thing that's probably not going to sound helpful at a first glance is to ditch the Battlecruisers. REARM has an option to turn off/on ship classes for your skirmish/MP match. And it's really mindblowing what turning off Battlecruisers does to the game dynamics. Suddenly, as if by magic, the game is perfectly ballanced, you need Destroyers, Frigates, strikecraft, each has its rightful place and it works, it's just amazing. I know it may sound silly, to leave the mightiest class out of it, but try it and you'll see it does change.