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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.
Did you turn on the Factions by any chance? It would happen there.
A bit too much,could be a little bit more subtle.
No I meant a version of the mod. 0.0.3d should run faster.
The research station does actually have missing textures, but it's being worked on.
-Not complete, but perfectly playable. The level of polish and presentable look and feel is a factor. You see it's mostly about added ships and there's nothing ruining your game if you added just a portion of what you've planned.
-There will be more updates, but things are slow.
-Youtube videos are slightly enhanced, the mod is graphically identical to the original game.
It may be a very realistic one.
Yes it is a lack of 1.1 patch: Moddb.com
Good, hope you'll like it.
Complex and REARM are really completelly different mods. If you're into depth, strategy, in-game progress, fleet and multiple resource management and those kind of things, the Complex is a mod for you. If you would like a Homeworld 2 expansion with good quality models that keeps the core game intact, that doesn't change physics, pace, just enlarge the variety of ships, races and adds new weapons with the new attack/counter relationships, download REARM.
But the best thing is probably to download both and decide what's closer to your taste.
The cooperation already exists, for example Complex uses REARM's Hgn Supercarrier, Vgr Missile Battlecruiser, Vgr Artilerry Frigate and maybe a handful of other ships and subsystems.
In return Beghins, the Complex creator, offered help with some technical problems REARM has.
Credits for the Collectors go to Mololu from PtV mod.