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You were right, it does look much more Hiigaran from another angle.
The Sketchfab is a clever thing.
Well, show it from above then! :)
I just don't see the Hiigaran in it.
That's a cool looking ship. Good job. Can't wait to see it in engine.
I think the best course of action is to remaster about 4 ships and then release. But not before that, not just release one ship and call it a mod, that might give a very bad first impression.
Let's say for instance the Vaygr Missile Battlecruiser, Vaygr Artillery Frigate, Hiigaran Cloaked Fighter and couple of Hiigaran Destroyers. And if I'm patient enough, the Hiigaran Supercarrier.
I'll be remastering the ships and building new ones one by one.
So it really depends. Do people want the news as soon as they appear but will be understanding it's an early stage, or would they be dissapointed if I released something called REARM V2 and it only had a Missile battlecruiser in it?
I don't know yet. It's a topic for discussion.
I need to get anything into the new engine in the first place though. But we do have a tool and a plenty of resources, a very quick feedback from the Gearbox devs themselves to any question, so it shouldn't be a problem.
Oh yes the Drone Frigate is instantly solved with Remastered.
Awesome, I love it.
That's an awesome idea. I had to drop depris for frigates because even that was too much, so FX debris sounds great.
...and you might have mentioned they are taken from the REARM mod.
It's a ship from a game called "Spaceforce rogue universe": Cdn1.spong.com
And it's from a multiplayer game, so for me it's kind of double cool.
I've put a "christmas preview" up just a few days ago. You'll find the link amongst the pictures, not in the download section (it's intentionally a bit under the radar, because it's a very much WIP version).
The subsystem looks like this now:
Though I'm planning to revisit it once more and fix that sharp transition between blue and yellow that is amateurishly split by the edge.
No they won't. No Vaygr primarily combat ship will have the ability to produce platforms. This is a part of intentional asymmetry.
The destroyer is still very much WIP. The only reason the front turret is not 60% smaller (or a twin flak turret) is that I'm experiencing some breaking problems with export form CfHodEd. The ship doesn't even have goblins yet. What you have here is a WIP shot.
The whole purpose of the Light Destroyer's existence is (well apart from eventually having a new lighter but weaponized facility for Supercarrier) is to get me back, to enjoy the ship making and to gain some momentum. Adjustments by someone else would defy the purpose.
Broken? Weird, it does work for me.
Vaygr Flagship? Yeah it's there.
Any feedback or initial observations?
Does it feel improved enough or does it feel the same?
Good job, as always.
Detailed and really nice.
Oh I see.
Could we get a perspective view?
This is a composition from two separate screenshots, you can't see this in-game.
It is actually technically possible to try to play Homeworld 2 with nvidia 3D vision though, but the result supposedly doesn't work at all.
Well you remember how nothing worked out and I wanted them to be primary the HW1 style, so I did it as we talked about it. In case of the Drone Frigate, there's a codeRed launch animation and 84 turrets with just joints but no mesh in one innate subsystem. The subsystem's there so the drones can be disabled by attacking at the controlling "dome" atop of the antenna on the nose of the frigate. (at first it was meant to be buildable, but no, I decided for the Drones to be a standard equipment of the frigate, less micro and less required controll. There will be one module slot for some extra drone related things though.)
In the case of the BC it's just a subsystem again, this time with all the mesh for all those 42 Drones. It's all included, because I don't think I want to make them animated as well. Technically there's nothing preventing me to do it, it's just there's load of them. And well the BC is not the primary carrier of the drones, I give my attention to the Drone frigate, but I'm not spending that amount of time in the place no-one will even notice.
A very nice one, I really like it. I don't see any problem about relating it to Hiigaran Destroyer at all.
Yes this is the left/rear side and we see the engines. Plasma launchers are located in the arms.
How it really looks from all sides can be seen here: Moddb.com
In his previous picture he stated that the smaller one is Battlecruiser and the new one is a Battleship.
Looking great by the way.
Yes that's what I'm saying.
I haven't tested it yet, I have to try it to see if it can be avoided, that's simply just the worst case scenario, which may or may not be true.
But finding answer for that is also beneficial to one specific example in my own mod, so don't worry I won't look at it.
It got me thinking about the Z-rotation movement of this probe. I looked into the RDN madstate documentation and I'm not exactly sure at the moment if it's possible to trigger animation when you start moving your ship, that's something I'll have to test.
But if not, it can rotate from the moment it exits the hangar to the moment it's deployed, I hope it wouldn't be a big issue.
Turn Sajuuk into swordfish, Pride of Hiigara into scalar fish, Vortex into turtle and make Complex Aquarium Wars...
No seriously now, what is the point of having space piranhas in Homeworld 2? Yeah, you said "test", but is it so important to make 3 pictures about it?
The way I see it the main reason why it's this way is because you make your textures from scratch (it appears), while Jkberna enhances the original ones.
I'd need to see them both next to each other in game to be able to tell what I think about it.
Do you have any suggestions? Ideas how to match your styles? Because I've got nothing.
So you're gonna be bringing the Interceptor while there's already one fighter by Jkberna and you worry about a match of styles (more if Jkberna will decide to make the Scout). Hmm, interesting situation.
Now about the actual differences:
Jkberna does make the HW1 models slightly his way. It's not much different, just details, and I'd be afraid if you'll force him to strictly follow the original models you'll take a bit of fun out of it for him. Just consider it.
On the other hand I really do understand your point of view, you want the original models in HW2 standards and nothing else and you're not exactly getting what you want.
The thing is that nothing is ever perfect unless you do it yourself the way you exactly want it and you really have a load of time. You've got two modellers here now, both are good. One does things all the way, from model, hod to weapons (which is the type that is pretty hard to find) and the other one is fast but maybe not that exact. The first thing is to know which one you want to do what. For example it's good that Jkberna does Defender, it's a small ship, exactly for him. While I'd let Dark Sentinel to do the large ones.
And now I should finally actually talk about the Defender differences.
I like the sound effects.
Could you pls update the hods in dropbox when you'll include these goblins into them?
Hmm, ok. It seems you're decided.
Well the situation is obviously like this:
-Fighters in squadrons in the HW2 style. But no Support Frigate, at least not as we know it with external docking, because you can't latch-dock a whole squadron and make it look good at the same time.
-Single fighters. More micromanagement, dead fighters won't get automatic replacements. But then the Support Frigate can work perfectly.
In my opinion it's more a question of the intended gameplay style. Do you want to recreate the HW1 in HW2 completely with its gameplay (single fighters)? Or this is not a factor and you rather want to have a HW1 race in HW2 (squadrons) more than an improved and upgraded HW1 in better engine?
Now thinking about the Support Frigate (which I'm guessing you'll make the last because of the different chassis), the project will have single fighters and bombers, not squadrons, is it correct?
I'll wait for weapons.
Sharp edges all over the ship, lack of goblins, those things are obvious.
But the ship as a whole is great. You can go with just adding goblins to this and Kudaark. And just increase your polycount standards with anything bigger than frigate, Skaal Tel, Skaal Fa and Qwaar-Jet would deserve more.
But still I really like this ship, you shouldn't think I don't.
Also what about hod, is it prepared for some nice in-game picture? I'd like to make another one for the main project site.
I just only noticed the background. I have to say that you're the only one I've seen making the Homeworld background right.
Yes, I know, that's why I said that reuploading doesn't help.
The next logical step is of course to have them for Hiigs as well, no one would forgive me having so many new Vaygr ships and the hullpaints only for Vaygr. So yes, they will, I'm just not sure how they're going to look like yet.
By something like this for the Hiigarans you mean a new BC, not new hull paints, right? Because you're talking about Modular BC.
Let me tell you I've got a big problem with Modular Battlecruisers, you most likely won't ever get a proper Modular BC, except one specific case, but that won't have a higher firepower than the regular Battlecruiser.
Problem with modular ships is obvious. You won't make the new buildable armamanent weaker than the standard weapons, why would you, that wouldn't make any sense. But that means that a modular ship is in result stronger than normal ship, just look at the Modular Destroyers. And I don't want to repeat that again, I don't want a regular BC with firepower of 5200 and next to it a Modular BC with potential firepower somewhere on 7000, that is definitelly really not going to happen. It would firstly be ridiculous, secondly impractical and generally I really don't like that at all. It won't happen.
So Battlecruisers won't be modular. As I said except one case, which is a defensive BC which is going to be the first big Hiigaran capital ship in line waiting to be built. And as as I said, that's not going to have higher firepower than normal BC, so it doesn't matter.
Completelly different cases are Heavy Cruisers and Dreadnaughts, both will likely allow you to get really crazy with weapon modularity.
I don't think it's odd, they indeed are quite similar.
The main difference from the preview are the Turanic raiders, I've spent quite some time improving them. But there are still a few things in a WIP stage (the Hiigaran Research station, Kadeshi, localization...), due to earlier release. Earlier release from two reasons: firstly the delay was getting to be seriously way too long and secondly, I want to publish on Desura (where the 0.0.3c is currently awaiting authorisation). I hope you'll overlook those details, as they'll be fixed in the next 0.0.3d, which shouldn't take long.
Also, there's going to be a second download with an installer, so at the end you'll have three ways to install this mod.
Any fantasy about our mod merging will quickly fall apart when you start further thinking it through. Who would be the leader, what about the large difference in both mods gameplay etc.
The current situation is good as it is.
Elevate your head up and as the LCD gets brighter, you'll clearly see all the tubes.
...or increase the brightnes on your monitor or the picture itself.
Mololu, why the bridge on the left side again? Is it a purpose?
Because there will come the hard times, just like in every other mods, the real life issues or simply the fade of interest, and because your technical leader isn't in charge at all, he's not doing the easy work and it's not his pet project, he may easily drop. That's why I thing that you, as the person with by far the highest motivations, should put the mod together yourself.
Hi. Hey the project is interesting, but I can't be the technical leader, because my own project takes so much time that I have none left for others.
But still I can help you on the quality control side, open each HOD and give you a looong list of what the ship is missing. But I'm not doing the fix myself and I'm not checking the raw models, only the HODs. I could just report what the lazy modder choosed not to do at all or what he did wrong. (I'm good at that because I see loads of mistakes in every model I get from others).
Also, what bothers me a little is your part of the job. I know you've set things in movement twice, once with the thread and once here, but you should probably be more than just a leader who let others do the work. Will you for example collect the ships and unify the health and damage values, etc.? Will the base of the mod be on your harddrive? I'm guessing that's the duty of the technical leader. It seems to me that your technical leader can build up the whole mod and you'll get the credits for it. I think that if you would learn to mod yourself, at least the values in the .ship file, you would have a better control over it and you wouldn't have to rely on others. And your own involvement would prevent the effort to fade away. And in case you can do at least the basics, then why don't you want to?
Very interesting. Is this mod based on the Classical Taiidani Remodelling thread from Relicnews Forum or you are making all the models from scratch yourself?
I think the new version should work, at least in the Mac compatibility mode.
But this means you can still make a screen out of the SP campaing. For example the Supercarrier should be buildable there.
Riiight, you don't have the REARM working, sorry I didn't realised that. I completely forget it.
Well but that's a big problem then. How can you make REARM wallpapers when you can't play it at all. That's the whole point, that someone else can take that whole part of my job for me.
What do you mean you can't make print screens? With the Scroll lock key or even with the Print screen key? If nothing works, there are still other screen capturers, for example FRAPS can do still images too.
But anyway, I can't upload you some of my screenshots, the point of this test is also to see people's taste for composition and in-game unit arrangement, because they should be able to do that all themselves. Well I've seen your deviantart profile, but I still need to see your own screenshot with your own graphics and with your own idea of what you want to say by that picture.
Well, good I guess.
Ok great. Try to make something and I'll be looking forward the result.
Leviathan, make some realistic map this time. :) You are good in those geometric patterns, we know, but I think this geometry probably shouldn't be your primary map making subject.
So the 182nd Sobani Warfleet has nothing to do with black&red "Ferin Sha" Sobani fleet? Well, I get it, you don't have to make any relevance to the HW2 story, if it's more than a half of century after the HW2 story (even more when it's not actually explained how big the Ferin Sha fleet really is), but I'm just asking.
Also, nice reference to NOD with the "Peace through Firepower".
NEED.......YOU TO STOP TALKING ABOUT IT.......!
Seriously, last time I've told you that third time is enough. Too bad that making a private group and invite to download everyone except you is the stupidest idea on earth, now the only thing I have left is to try to convince you to stop, which apparently and unfortunatelly I'm not succesfull in.
What will make you stop?
"Killing time" is ingenious.
Ok I'll do it, I'll put sensors under modules so even production ships can have names.
I was in fact searching for some Culture names I could use to present this update, but since I don't know more about it I dropped the idea.
But this is actually the first time in years when I'm tempted to read a book.
(what I just said won't make sense to a lot of people)
I've made it so you can't target it and it's basically impossible to destroy it. Letters are supposed to become a part of the ship.
Fifth from the left? Modular Frigate, after some research help from Hiigarans you can build the Plasma or Kinetic turret on it. But I still don't count it as a new design, the way I see it I have two ship, one of this two exist in three variations.
Is this nornal? It's more than two hours.
No, name is not settled yet.
It's pretty even, although it tends to win with the additional weapons.
It's just a different ballancing between the firepower, armor and cost.
For more information read my comment here (fifth from top): Moddb.com
You seem to be the only one who get the rainbow reference.
Also the cooldown time is 4 minutes. It's not very frequent, but it's reasonable.
You're right, if it's damageable there's no problem anymore. I don't want to use it here, but the concept is worth using one day.
It would be nice if you'd know and tell me if it is possible to increase the docking capacity, but I'm pretty sure it's not. Well you can do miracles, so maybe you can think of something, but I tryed that and nothing.
So how would you make modular weapons on subsystem. It's no problem to build them only in the presence of the subsystem, yes, but after the facility is destroyed they'll stay floating in the space where the facility used to be.
Also I believe it's fair to say that even there is a lot of research, you have from the start the weapon with most damage, you have to unlock only missiles with longer range. And also all the research makes sense. Similarly to the HS gates opening Vaygr Hyperspace modules, Artillery frigates will from no on be unlocking long range missiles for other ships (maybe not for other artillery ships, but definitely for all the ships which don't rely on artillery weapons).
There is a lot of interesting information and I even started making MBC video with commentary (damage/health ratio, special attacks, weapons, reminding people they can swap between the targets during the missile salvo and that the can even stop the special attack salvo and continue it later...), but it all ended with terribly hating my own recorded voice. I suppose I could make a video with just a text, but it's pretty stupid as well. Or just don't wasting my time and let the people to see it for themselves (it was supposed to be a preview rather than instruction anyway, because there's nothing complicated about it when you actually play it for yourself).
That's a good question. I did proper test battles only against Hiigaran BC yet, but I can tell you the result against Vaygr later today.
The filosophy of this ship is to sacrifice the armor for the firepower (if we want to be realistic, it's always something for something).
-Normal BC's have 240000 health, this one has 200000.
-Vaygr BC has 5404 damage, this ship has 5835.
-It has one extra weapon slot (the little flat surface behind the missile silos)
-Without extra weapons, it will actually lose the battle against Hiigaran BC. You can try outmaneuver it, but until you find a big asteroid, MS or Shipyard to hind behind, you will lose. It's because of his armor. His damage and his weapon systems makes him more efficient against non military ships and frigates (main weapons are missiles and you can deal exact amount of missiles to every frigate).
-With extra weapon (3 missile launchers, 3 special attack missile magazines, 1 drone facility), it will basically always win.
Extra weapon slot, as I said, can have drone facility (minetraps and drone minelayer) or missile launchers and magazines.
-Missile launchers are heavy fusion, cluster and long range (artillery armament). It's just three tubes, but it helps.
-Special attack subsystems, as I call them "Salvo Magazines", are subsystems allowing you to fire a special attack activated by Z key. It does two times less average damage than you would have with missile launchers, because it has 4 minute reload time, but it strikes all the 15 missiles at once.
Those launchers and subsystems cannot be replaced. That's the approach I will have for Vaygr modularity -you can choose your weapon, but the choice is permanent. It's an idea I have from Mololu and he has no problem with me using it.
Thank you guys, that's really the best thing you can tell me, that it fits and looks like original Vaygr ship.
It's not brand new, but it wasn't in the last release, so yes.
I enjoy it, so it's hardly a big sacrifice, but really thanks.
What he meant was to change the trigger to something measurable. You can't detect the subsystem lost, but he suggested to detect the change in the effect the subsystem has. And the point was not to detect if the defense field is on or off, but to detect the subsystem presence to get the defense arm into place before it can move.
I personally think it's way too complicated to actually work, but I'm just guessing.
Well thank you guys, but to be honest you two are the very first people saying they like it (but I guess you may be commenting just the engines, or the whole video, not the so very disliked defense field generator).
I'm waiting for the certain group of people to show up, so I can hear more interesting things these modules reminds them.
I won't put it on the rear slot.
It wasn't meant to be taken literally. And it definitally wouldn't look better on top.
You have to research it and then you can manually build it on the bottom weapon slot on single modular destroyers.
Kushan beams were completely red, Kadeshi and Taiidan had the pure blue.
Now Hiigaran have the same blue as everyone else, so I wanted to make Kadeshi a bit different. The color of beam did make sense in HW1 -blue = hot, red = colder, which fitted the fact that for Kushans it was a new technology, while everyone else already mastered it. But the HW2 mixed things a bit. Hiigarans know Ions perfectly now, so they turned from red to blue, plus there are Progenitors with yellow (which may or may not make sense depending on your point of view).
But to me it look more like it doesn't matter anymore, so I made Kadeshi Ions a little bit purple. To me it fits them, because I'm making a red + blue color theme for them and shifting it to red is better than to anything else (green) anyway. I wanted them different and this was the best choice (considering the history, logic and aesthetic).
I'm glad the LODs help, but I started to thing about fifth LOD level anyway, just beacuse of the High Command swarms.
But FX, interesting. I remember you were talking about it, but I'm still not sure what exactly do you mean. Muzzle flashes? I'm not even sure if I have your muzzle flashes, my swarmers have blue fire, similar or the same as progenitor drones. I had to reconstruct most of the weapon details as weaponfire files because I didn't have yours, so even if it would have similar effect, it's likely not your file, so it should be fine, shouldn't it?
What do you mean you hate 2d art on the computer?
I think every modder had to be considering making this (I know I did), or even a mini campaign with Makaan getting the HS core there, that would be nice.
But where did you see the official environments/concept you are talking about? I've never actually seen that place, only read about it.
And what about swarmers with my LODs, did you try them? How they affect the FPS on your machine?
It shouldn't be that bad, but I won't know for sure until I'll try it on a weaker machine.
Kadeshi High Command swarm isn't done yet, I'll need to find a best formation for them and of course to see if the game have no problems with that high number of units.
Homeworld simply doesn't run in 3D.
That's your problem.
The aesthetic and shape and basically everything on these guys looks like from HW1. This is a very good work.
basically, people have three choices:
1) To keep the unitcaps extra low, you'll get the simplified gameplay with frigates that are not useless.
2) To try the high unitcaps on the small map, which will give you a massive scale battles.
3) Or go for a real large scale strategy with a high unit caps on a large maps. There are an open possibilities I want to explore in the future.
If it wouldn't be BC it wouldn't have the needle. And yes, it was inspired by swarmer of course, swarmer is one of the finest Kadeshi designs.
You are way too fast. :)
Wait for the 24 hours and then update, so your mod will get back on the front site and you'll get the new viewers.
Yes, good that you've reminded it to me, it was unfinished for a long time.
Barrel roll in aviation is a little more complex maneuver than just spinning in one axis, just pointing out.
When BC Pulse Cannon takes a bite, it's a serious thing. I'll give you the numbers from normal BC to see it yourself:
Pulse cannon: 17500. = 52500 total (x3)
Heavy fusion missies: 5000. 40000 total (x8)
(note: those numbers are damage per hit, not damage per second. Pulse cannon shoots every 15 seconds, missiles every 30s)
MBC numbers are:
Pulse cannon 16000, 2 barrels, 20 seconds.
Missiles: 5100, 15 tubes, 20 seconds.
This BC will be more fun to play with, there are choices with the subsystem and the stream of missiles.
I can see a bright an shiny future for those bright and shiny ships...
Ok, this maybe didn't make much sense, but your Kadeshi are going to be a very nice race.
No they are normal, but just slightly upgraded heavy fusion missiles.
The differences are: Damage 5100 instead of 5000 and reload time 20s instead of 30 seconds. So it provides pretty constant stream of missiles. But the overall damage of the ship is just only slightly higher than of the BC, because one missing pulse cannon does a big difference.
Some description for people:
The ship will be more powerful then BC, but less durable.
Interesting thing about it will be one small slot for two artillery tubes or drone production (minetraps), the weakness is that the missile launcher battery is one large subsystem, so the ship can be almost defenseless after damaging it.
It’s basically a different pack of pros and cons, which is giving the ship on the same level as BC.
that's pretty cool.
Nice video. I'd like to encourage everyone to make a similar thing, new videos are always very welcomed.
It's pretty simple.
Ships are sorted into three weapon families for each race. You won't see it in a normal skirmish or SP, because you can build everything there. But you can turn on the faction gameplay and then you'll be able to build only ships in your weapon category. Vaygr has Kinetic, Laser, Missile, Hiigaran has Kinetic, Ion and Hi-tech. Some ships are common for all, like the infiltrator/marine frigates, EMP corvettes etc. Later it will be improved and balanced, some ships may be added to this game mode just to enforce the weak factions, but right now it's just about the building restriction (I can't tune it until I have all the ships).
Factions can be selected in the menu, or you can keep it at random. Unfortunately, in the multiplayer only the host can select them, but it shouldn't be a problem, you'll just tell the host what you want (this is by far the best and less complicated way from the developer point of view, but I'm also planning some in-game selection). In a multiplayer it can be very interesting in PvP teams, when the 2player or 3 player teams have to decide what race and faction combination will be the best.
There's also one nice feature in the faction gameplay. Since the faction are technically the same race, you can capture the enemy production ships and as long as it's the ship from the same race, you can build enemy units from the ship. Let's say you're the Laser Vaygr and you capture the Missile Shipyard. You'll build your own units from your production ship and missile units from the Shipyard.
Glad you like it.
Glad you like it, it would be bad if it didn't, because this is basically your toy.
And I honestly have no idea what causes lags, my PC is built to play ArmA 2 and render 3D animations and I don't have many chances to play online, so I don't remember any lags in HW2. But it's not about polygons, you can have a lot of polygons today (I'm keepeng them low just to fit into the HW2 standards and because it's easier), I guess the large textures would have bigger impact on your system. I've also heard that a lot of debris causes lags and a lot of selectable or buildable turrets subsystems cause desynch.
You're the second person telling me this. My frigates work, it's an interresting problem.
I'm not sure if we're talking about the same thing, but if you add for example " -w 1920 -h 1080" into your shortcut, you can get any resolution you want.
I understand, but to keep it clear it will still be just destroyer.
So... You're saying that I'm tied up by a rule which I've made up and which is absolutelly stupid?
Awesome! Critisism. (I'm not being sarcarstic).
I would like to discuss this (should I start the thread?). Do you think that me not changing the original stuff is a bad thing? That I'm overprotective about the original units? You don't agree with the corvette thing, I can imagine it, but do you have something else?
I believe that not changing the Homeworld units is a good thing about this mod and the difference from others, the difference people like me are looking for but not getting.
But maybe I am overprotective and maybe I'm overlooking some good ideas because of it.
Let's talk about it. I'm not going to change much (in the current state almost nothing), but I may see the things differently if you make some good examples.
The cannon thing. Firstly I want to say that it's not laser. I've said laser, but now I say (plasma) pulse cannon and Pulse Destroyer. It was because I was keeping a (bad) Homeworld naming system. (but I understand why they did it: The Laser corvette is even more different name than the Pulsar gunship.)
Finally the subsystem issue: Not necessary. It's not the same thing like on the BC. BC has just tones of steel around the Trinity cannon and even if you want to target it, you could aim only at the barrels, just a tip of the iceberg. But this DD is basically a flying cannon (I'll make it really big on the icon, you'll see).
I just don't know if I want to make it targetable. As a Vaygr player you would hate it, as a Hiigaran player you would make the Vaygr to hate it even more. I have to say that I'm more Vaygr than Hiigaran. But I'm not rejecting the idea, I'll just think about it.
You see the black hole in the middle of the red nose? Big pulse laser is going to shoot from there, one of the trinity cannon battery, but weaker.
No I don't think so. I need to close the Vaygr frigates (one ship -laser frigate) and Vaygr corvettes (two more ships). It's important for me to close those classes. (you know, so I can tick them in my to do list and don't think about them anymore.)
Then I'll most likely do the same thing for Hiigaran and after then I'll move to the fighters.
Or yes, it can be the other way around: to finish all Vaygr from the smallest ships to frigates and then do the same for Hiigaran.
I know you're used to this concept, TFS has carrier with the fusion missile launchers instead of production slot, so I have a bad news and good news for you:
-Bad news: I'm sorry, no carriers with missiles in the empty room for production slots. Too simple and obvious.
-Good news: I'll make brand new ships in this category. I'll make combat carriers and warships with docks, both. Just give me a time, as I said, I haven't do anything in this ship classs yet.
Nothing. Just repairs fighters and single corvettes as the minelayer or command corvette. The second version will shoot lasers, but will be able to hold only one squadron of fighters instead of two.
Don't worry, I know how unimportant the ship is, but it won't stop me to make the same type of vessel also for Hiigaran.
But you may actually use it, it's less obvious and cheaper than carrier.
What the frigate is was said here: Moddb.com
You really don't have to worry about me doing such stupid thing as rebuilding Sajuuk.
And I didn't touch carriers yet. there'll be some new ships and upgrades as in any other category.
Well I indeed have other priorities, but I want fix it.
Yes, you're right. I'll see what I can do about it.
Well, I have a lot of weapons already (6 different turrets and launchers for destroyer plus another 3 to the front instead of torpedos). There aren't that many limitations if you want it to be just another subsystem, but it's not the same thing if you want to upgrade the existing weapon, because there is just one level (for so called special attack, like the improved plasma bombs, improved torpedos, EMP and maybe something else we already know).
But I don't want to make way too much of them, so particullary for destroyer I'm not planning anything else. Maybe one if it's a good idea, but I think it's enough.
That's so true, pause is a great screenshot helper and some pictures would never exist without it: Rearm.wz.cz -David and Goliath (except this David won't be victorious)
It's mostly a polished version of an older 0.0.2 made for the first moddb release. To make a better first impression for people who see it for the first time.
-VGR Minelayer Drone
-VGR Mine Trap
-VGR Anti Fighter Trap
-HGN Defense Drones (WIP)
-three new types of tactical overlays for destroyable missiles, drones and supercarrier class vessels
-16 new badges
-shipyard Nabaal can build Supercarriers in a singleplayer campaign now
-the naming system was changed to allow differend language versions (currently english and czech, open for any other translations implemented directly in the mod)
-the default armament of the Artillery Frigate is the Cluster Missile now, not the Fusion Missiles
-enemy AI Artillery Frigates use every type of ammunition now, not just the default one
-missing animations of probes built in the Artillery Frigate fixed
-number of new ship icons
-all subsystems of a VGR Command frigate finnished, plus one new
-accuracy of VGR Assault Corvette lowered, minor smoothing change of the corvette turrets geometry
-new deadmatch options (more money and unitcaps to choose from)
-new unitcap category -"Drones"
-one new menu backgroud
-new subsystem icons are smooth now
-added weapon sounds to VGR turrets (they were silent from some reason in HW2)
-minor update of HGN Double Controller texture
-sensor range of the Cloaked Fighter increased from 3000/4000 to 4500/5500. Cloaked Bomber stays the same.
-plus anything what was in 0.0.2: supercarrier, Vaygr frigates and corvettes, Hiigaran cloaked fighter/bomber, two new refineries for both sides and new turrets... I probably forget something, but this is roughly it.
Yes, that's the ship. In this case it's also partly because of the glow in postproduction, but the fact that it's flat again is pretty convincing. No problem, I'll at least increase the visibility of what I have there and will see about the rest later.
:D I'll release new version this year, which means next week or so.
You can click to "(view original)" button and if you save it, you'll get the full resolution image.
This drone frigate will be something between both.
Thank you. And yes, this is exactly what this mod is about.
The black hole is very nice. Yeah, it would look a little different but I like it. The radioactive and dust cloud are nice too, but I would make then slower and maybe made of a bigger particles.
Nothing but FRAPS and Adobe Premiere. But you can use any software for editing your recordings.
If you look at the picture without subsystems (the very first one), you'll see that the shape was indeed designed to look a little like a real aircraft carrier. And I think you can equate it to the ship like this.
The point defense isn't ready yet, but I am about to finish it.
Well patch 1.2 is a community patch, you know, a mod. You can't run two mods on top of each other.
Thank you. :) I'm starting simple with just remastering/adding ships. Once I'll gather a couple of them, the mod will be uploaded to the Steam workshop. It should be relatively soon.
Interesting CTD on match start was always caused by the lack of v1.1 patch. Every single time and the patch fixed that.
Are we talking about the old Disc version or HOmeworld 2 or the Classic version from Remastered Collection?
You're missing the 1.1 patch:
You can read my thoughts on the future of Remaster development here: Moddb.com
But the TLDR version is, the mod is going to be rebuilt from the ground up, remastering one ship after another and only the remastered ships are going to be gradually included.
The goal stays the same, to add units that enrich the gameplay, but this time with a more sensible/responsible/focused/proffesional aproach.
The bottom line, less not-so-important features, more of the good stuff. More ships, more options and depth, more research.
Basically, less menu options and fancy game modes nobody plays, more Battlecruisers.
Yes to both. REARM V2 is the Remastered version of the mod. Steam Workshop is going to be the main distribution platform.
You have talent, some nice models in here. I want to see them textures.
Watch the process of remastering the Vaygr Missile Battlecruiser in this thread:
Yes it's getting remastered, that's what this picture is about.
This will be its moddb homepage: Moddb.com
There'll be other and better ships that'll help you to forget. :)
You can watch the MBC's remaster progress in this thread:
May it live on. That's the biggest achievement of this whole Remaster.
Alright let's keep it on our familiar two HW2 races.
At least initially. I have to admit I love Taiidan, so maybe somewhere down the line I'll make a Taiidan and Kushan Battlecruiser to level them against the Vaygr and Hiigaran. But not now. I can't promise you a focus and then spread it over four races right after.
The goal in general is to enrich the game with meaningful units. Take the Vaygr Artillery Frigate and a Hiigaran Drone Frigate as an example. The first is a long range unit that has no equivalent in the vanilla game, the other can shoot down the first one's missiles and kill the Vaygr strikecraft.
We have the HODOR tool now (although I haven't tested it yet), so once I'll finish the textures and make the normal map, I can attempt to put it into the game (if I understand correctly what it does).
"Make it work" -if by 'it" you mean the mod itself, then there's a news article waiting to be authorised that should give you a view into how I am going to make it work.
It's like a gun lottery.
Yeah I remember that station from the concepts and animated video while back.
The atmosphere is amazing.
It's really more about the HW1 models being smaller in comparison to the HW2 ones. If you remember, they scale differently. A HW1 Destroyer is only a bit bigger than a Frigates, a Heavy Cruiser only a bit bigger than the Destroyer.
I would dare to guess the new Taiidan model is about our standard Destroyer size.
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...
A bit too much,could be a little bit more subtle.
Guys, we need to fix de-sync.
Use the updated model of the capital facility from the latest release. It's more detailed.
Sorry, I'm not getting it. Are you describing a bug or a state of mind?
I wish I had HW disc with me right now, I would fraps it, put the footage from HW and HWR on top of each other and see for myself.
Understandeable. My only question is, if the speed 100 in the HW is the same thing as speed 100 in HW2.
So may I? I wasn't going to say any of the below, but then you said this.
My fighters die too fast, frigates, carriers and especially collectors move way too slow.
And it's not to say I don't like single fighters. Getting rid of squadrons is a valid gameplay decision, I don't argue against that and I respect that. It's just that it felt painful when I was attempting to micromanage them. My old habbits combined with an inability to save them regardles lead to a bit of a frustration. The obvious solution is of course armor them up a bit. But maybe it can be done more elegantly with tuning the accuracy and weapons in general, so the hits are maybe more damaging, but spread further apart so your chance to escape increases.
I know it's probably not healthy to micromanage single fighters, but I believe a lot of players (including me) will. And so it probably might be done more friendly in that manner.
Fighter unit cap felt a bit restrictive. Speaking about unit caps, what are your views about the old HW system (although a word "system" isn't maybe a right way to describe a complete lack of class based unit caps).
Also I've seen some problems in smoothing groups (namely I remember a weird things around the Taiidan corvette cockpit).
The Taiidan carrier. Was it from FX or something? (the hologram remind me of something I've seen before) In any way, his texture work seemed a bit chaotic. Like a camouflage on a soldier it complicates the recognition of its shape.
I love what you're doing and it looks really tasty so far (I like the Kushan Ion frigates). (feel free to delete this post, you might not want it here)
This one looks really good, keep it up.
You misspelled Vaygr.
This is really nice.
Torpedo launcher stolen from REARM mod.
Ok this is really good, I'm surprised.
Smaller bridge would make the ship look bigger. With bridge that bit it's like a destroyer (and I know it really is almost a HW2 destroyer sized ship, but it's still not the look you would want).
And I really wouldn't place the smaller pannel of windows to the front, that whole part is a massive weapon system, windows make it look fragile.
I wanted to implement the whole Battle Arena for ages (ages being a literal term in this case). Keep aside it's surely another time sink, you have no objections to that whatsoever. Hmm.
That's something I would really like to know an answer for.
My first PM on moddb was to Olmys, in 8th of november 2009, and still haven't heard from him...
Well, but remember that the ability to contact the creator actually doesn't make a difference here. As he can reach me about my frigates in this shot ...and perfectly ignore my "don't".
Man I really wish Olmys didn't dissapear from the surface of the Earth, there's no way to contact him for years. He was truly one of the best.
This looks really good.
The M16 in a background could use a little more contrast or level adjustment.
Awesome, very well done, great work. Only the bottom pair of wing seems to be a bit small, but I love to see a Taiidan ship in a better more detailed shape.
I love this one, sleek and mean at the same time.
What's mystery about her anyway?
Ehm, I said nothing about repair drones, those are the HW1 Drone Frigate sphere formation drones.
It didn't look good.
Good mission background.
I've never thought about it like that, yes it kinda does.
What is scale factor?
Just a small note, this group is open, not private.
Great potential, good designs, clear vision, capable creator.
Just promise you'll take it to the end, I'm really looking forward to seing this thing finished one day.
And if I may suggest one thing, plese focus only at just one or two races at the beginning, the growth isn't diluted into a load of different things, so it's easirer observable, faster and therefore way better for self-motivation.
I think the problem here is that it's lacking perspective. You might want to show them all in perspective view.
It's a spoiler?
It's not that different. ...I'll talk about it, but first let me talk about the media thing:
-For the picture on the main site it doesn't matter. For that purpose it's more than good enough, you want to post it on your project site because that's beneficial, no one is going to do side by side comarisons there. And you don't even need to adress the issues you have with it yet, just upload it there to raise attention, you need to show people you've got more than two frigates. For this purpose it's simply already good enough.
I think it looks good. I'd personally also add some goblins onto the middle gray part (those shoulders behind the bridge), but it's definitelly an improvement.
"Btw, it's quite not correct to call it "Triikor" as it is the kushani codename for taiidani ships, and it's told in HWC ship descriptions – like americans call russian missile RS20 "The Commander " - SS-18 "Satan". But the name is used already )"
-We know it's a Kushan codename, but Mil Mi-24 is also called "Hind" by NATO and no one has a problem with that. Its codename is used as widely as its real name.
I might have posted it right into the main project site, but you surely want to write your own commentary to it.
This is an installer version, it can't get much easier than that (except for Desura). The only "problem" is that it requires the 1.1 patch.
That's right, the main body is the same for all corvettes (except for details in marking which I forgot to update for this render), so the previous picture is a perfectly valid presentation for that.
Could you show it on a ship?
Still I wouldn't say it's a big problem, it's just a detail, pictures with that texture can be used.
BTW your original picture, where you said it's on SVN, has that texture as well.
I guess it really doesn't.
Reuploaded, let's see if that helps.
Isn't dropbox technically kind of SVN for noobs?
Anyway, my invitation to Assembla was expired yesterday.
Also what SVN system are we talking about now. I've accepted that dropbox invitation, but the HW2TP folder appears to be empty. Am I doing something wrong?
Ok I'll look at it and I'll try to come up with something.
(and once again, texturing, it's really hard to find someone in the HW community who enjoys texturing).
There's always the issue of bringing it to life. I've got three races in my own mod from someone else and all of them require a smaller or quite larger portion of bringing to life.
I see it shooting on the picture, that looks fine, so let me guess, it might be:
-capture and repair points
-engine glows, engine shader
-LODs, goblins, badges
-health, speed, damage ballance, ship and anti-ship values...
That's good then.
Well when I said a salvage corvette I really meant what the HW1 corvette did, to drag opponent's ships away. I thought someone was attempting to do that in WH2. I'm not sure if it worked, but I think there is actually a thread on relicnews about it.
I never said it could deploy an infiltration squad of soldiers and personnel into another vessel, I'm not that stupid, really. I didn't expect you lecturing me like I am.
But anyway in that case I wouldn't call it a salvage corvette anymore. Well I think I wouldn't, I haven't thought of that.
But you said the scripting magic doesn't work, so I'm guessing it's not possible in HW2. If I did a mistake somewhere, it was only presuming that such thing is possible.
But there's another catch. I didn't try that, but it might actually be possible that salvaging and resourcing can't be separated. Again, I would have to make sure if it's really true, but in case it would turn out to be so, then you have nothing:
-no HW1 style salvaging
-no debris salvaging without asteroid drilling
-or both salvaging and resourcing together, which is so stupid that you wouldn't use that. So nothing again
Isn't this the ship from Slipstream?
Right, I get it. You have a good reason to have it there because of other trophies, turrets, capture and repair points etc...
Yeah I wouldn't put it on that particullar place either, if I should be honest.
But I have to tell you Mololu, that you have a great skill to add a cool backstory to everything. Everyone playing PtV should read about those little details, about noise shells and enemy symbols forged from destroyed enemy vessels...
I hope you've got them all in your manual.
Interesting about the Keepers.
And you didn't see the rear end yet. :)
Also the geometry is quite changed, but from this angle you can see only the wider sides.
I didn't give you minus, but what's he talking about (since no one's guessing I'll say it) is the "rearmed" campaign. Those are Cloaked Bombers fighting for the Progenitor Dreadnaught (if I'm righ about the map).
That's not exactly a Tanis Base, that's a Hiigaran Research Station. It's a WIP for now and I did borrowed the Chimera's "wings", but the models looks different. It's a combination of a HW1 research ships ring structure and a HW2 Chimera base. It's purpose is unlocking advanced research.
RU value seems nice.
I said that before the Carrier picture, it did appear to me to be a total conversion until then.
This mod doesn't seem to be about Vaygr or Hiigarans.
That's almost what they are. Technically they are frigates, but they have a lot of health and they are quite slow.
Much better game model.
The ladder looking thing will have to be a separate model as a Goblin mesh. Not necessary the whole thing, but those transoms. And you can have more details in the goblin mesh layer, just separate them from the main mesh.
The antennas still don't look low poly.
But in general it's much better.
Just BTW, why would you ever make the model rotate so fast? When you want to show something, make sure it will be well seen.
Yes, of course they will.
I've tried that. There's one thing I've realised as soon as I started and that's the size range. The largest lego ships are obviously just about the three times bigger than the smallest ones. This is exact, but to me it doesn't exactly work. But I don't know how to solve it or if it even is a problem.
I would scale down the small ones and scale up the large ones about 25%, so they are not in 1:1 scale to each other. I don't think it would be noticeable and it might help. At the same time I would attempt to design my own ships which are a lot bigger than now and I would reclasify the old cruisers to frigates. Like this thing: Brickshelf.com and that I would call a cruiser. And something in between this and the largest ship you have would be a destroyer.
I would also make some lego asteroids: Farm4.static.flickr.com and I would finally make every resources and salvages and damage sprays made out of lego.
That's what I would do anyway. Maybe your plan is different but I think all of that would help.
Looks good. I'm looking forward the finished model.
I just said my oppinion, it's all up to you people how you'll do it. And ok, if you don't want some extra goblin mesh around the nozzels (or slightly extruded nozzles), you should surely make it at least on the destroyers. But I think that it should be here, all other frigates in HW2 have smaller engine area compared to the body, the Taiidan engines are big and completelly flat. It would take only few minutes anyway. Only reason why I wouldn't use it is if it would cast some ugly shadows and ruin the engines that way.
But I still don't like the star shape, please try at least 16-pointed star, not just 8-pointed one. How would it look like.
Looks very nice from this angle.
I agree that the nose isn't right. And judging by the previous picture where the ship is divided into pieces I'm guessing that only the middle part will stay? Whatever it's going to be, I want to say that I don't like the bridge. The HW1 frigates had no windows whatsoever and it's not on the concepts either, so if the bridge is going to be in question and if I would have any influence over it, I would vote against it. I don't know if I'm generally against it or I just don't like this particullar realisation, but this one just don't work for me. Maybe some other might, but proably not.
Also the textures are indeed great, I certainly appretiate the work put into it. My only complain is that it looks a little bit too much cartoony, I think it need a touch of a realistic style. WH2 textures are somehow not that clean, you should probably give it some unrecognizable dirt and shades (note that all the HW2 ships have a darker belly).
Also the badge texture seems to have just about 10% more red (team color?) than I think it should have.
"I guess, icons of taiidani must use the colors of their reserches in HW1" Wasn't HW1 icons yellow/blue? I don't remember, sorry for that, but it's a HW2 mod and that's why I think it should use the HW2 color coding: yellow for strikecraft and orange for frigates and bigger. If it's not like in HW1, no one will notice (and they may not even remember, like me), but everyone will notice the color if it differs from the HW2 style.
Thank you. :)
It's a really good ship, I like the last picture.
Dark gray is already in, darker stripe is something I might think about.
You've got talent.
Thank you for finally uploading it, it's really a nice picture.
Thank you. And the MOTY is still a good news, now I believe that the Homeworld mod can get into the first 100, so next time I may actually try to do something for it. And sure all those mods you named are great.
The engine part doesn't look right.
Very nice, you have my respect.
I thought so, but on relicnews there really were some people suggesting really long names. And I'm just saying it's not that big problem.
The process of "typing" is in fact pretty slow, so I personally wouldn't want to call my ship "pneumonoultramicroscopicsilicovolcanoconiosis" :) (yeah, copy&paste), but if this isn't just a joke and you'd really like to have 45 characters long names, you can really have them. It just won't be me who'll do it. Find me someone who's willing to rename and process about more than 100 of subsystems (very simple work -everyone can do it, very time consuming -no one would want to do it) and you can really have as long names as you want.
But the hoses are the race characteristic design element.
To be honest, I was literally amazed by the part about economy colapse and the forgotten mothership class vessels slowly cruising the empty space till today. This is a beautiful concept worth at least the animation, if not a mission or few.
I've made a top-view picture: A.imageshack.us
The actual cockpit is in the tale part, the front windows are for the weapon operator/gunner. You may notice that the frigate has it's own bridge for every turret, so I've made a characteristic design element out of it.
Yes thanks, ...but I'd like it to be here as well. Youtube is a solution for now, but not an excuse for this to be still unplayable.
I really hope that the destroyed ships spawn salvageable lego bricks.
Ships have normal dying times, from a Shipyard with 8 seconds to the Carrier with 4. But you're talking about the small ships, like frigates, don't you.
In my case it would cause even more pain to other people.
Well there's good thing about it, if someone really wants to see it, it will make him to download it. :)
But yeah, if you'll do it next time more up close and on a lighter map, then it will be perfect and I'm looking forward to it.
It's a shame but it's good to know that.
Maybe there could be some actual invisible weapon with a large push? I guess not.
But to me the way it is now is enough, it does the job.
Cool, a video with a developer commentary. I actually started to make such video a week ago, but I didn't finish it and I can assure you that I never will, can't stand my voice.
You have a lot of really very nice features here, drones and power generators, all the things which can attach to each other.
You could show more of the drone connecting, at least in detail and with more ambient light.
I'm trying to find a right range for damage of fighters to prevent mass destructions and still keep an efficient range for capital ships.
Shockwave effect, power pushing them away from the exploding ship, would really be a nice thing, but this is "just" a script giving you a certain amount of damage in a certain distance from the ship. It can't push ships, but maybe there is some way to do it.
Guys I'm starting to really love this explosion damage thing. So far I wanted to stay out of range of the enemy fire, now I may want to go right in the middle. The range element just went on a whole new level, someone will want to stay close, other will try to shoot from a distance, people with a different opinion will try to outmaneuver each other.
And even if not, it's a great feeling to make a one last desperate suicidal attack with your crippled Battlecruiser.
I have it on Y as well, but it's not a big problem though.
I feel like spamming when it's always about the same ship.
It's Z. I've got confused because our keyboards have Z and Y swapped, but you'll have it normally next to the left shift.
The smaller one (it has half ion and half kinetic turrets). The larger one is Supercarrier -Carrier in the size of a Battlecruiser with similar weaponry.
Very easily, you animate them. The same way I animated this thing, one frame inside the ship, other frame in place. Except you would slice it to smaller pieces which you would assemble instead of just move out.
Also I forget to mention one detail, that there's Modular turret in the background.
Yes, I had this on my mind as well, but this is beyond my skills. I don't know if I can use the subsystem death as a trigger for the animation and even if it was possible, I couldn't do it myself.
In the video description, which I made before the pictures but uploaded just now, I said it's not the subsystem animation. It's the simpiest trick ever and it's exactly what I was talking about when I said I want to show it to you.
You're modder, but I'll explain it to everyone, so it will be much longer than you need:
The animation is in the ship, the "shield arm" is resting in the middle of the destroyer. Since the Defense Field module activates the defense field ability, you can't run the animation without the module. But when you do have the module, you press the T key and the shield arm pops up from inside of the middle of the ship to the exact same place of the module shield arm and opens. After it closes again it returns back to the middle of the ship.
I've planned this method when I was thinking about the missile silo animation, so I'm pretty sure it will work with weapons as well.
It's so simple trick that I thought you would already know.
This is a standard Hiigaran defense field, so no it doesn't.
Yes exactly, I couldn't avoid that, but it's still better than nothing.
Please I didn't mean more than I said, really. Yes, I know I'm always insane about things like this, but I just ...asked.
No I won't, I wasn't supposed to sound that way.
Ok sorry, but you know, the way you said it(mines, traps, different deployment) it sounded absolutelly exactly like Vaygr Minetraps.
That's why it's questionable. Hiigaran Triple turrets were literally my very second ship I modified for Homeworld. It's not good but it's also not that so to be thrown away, so I'm keeping it (but I thought about it a lot). But I'm planning some bigger platforms/stations and they'll be definitely made from scratch, there'll be no connecting anymore.
The bottom-right one is definitelly not happening.
Hey I don't want to insult anybody, but really people, what's wrong with your imagination? First there's guy who say that the engines looks like pair of balls and then there are all the very bad ideas where to place this thing. If you don't believe me, just look at this thing in Photoshop:
Sorry but that description is not really new, read the comments of the previous two pictures.
yes. And there are still some more to come (artillery frigate, pulse destroyer).
Now when you say it, I actually see it as a cartoon mouse with a giant head.
Reuploading the video now.
Just a screenshot. Homeworld 2 doesn't run in 3D, not even with nvidia 3D vision.
Yes, they normally do I believe. But normally they don't split up. This time they do split up and the micro-formations of 5 fighters will somehow rearrange. Maybe this delta is just standard shape of micro-formations.
They split out in the moment they get in range with target and engage. (There I had a problem with corvettes for example, because the diameter of a large squadron was bigger than their weapon range. The result was that they were unable to attack big capital ship, they just stayed in a formation and get stuck almost in range to fire at the ship, but not quite so they couldn't split up and just stayed there).
But that was simply solved by adjusting formation spacing.
So to answer your question, how does it work in combat? Surprisingly very well. They split into 8 little deltas of 5 interceptors like they've never been in a large formation. Only problem is that even they have agressive formation (pretty nice large claw made of 8 small claw formations), they still split into deltas. It looks like an engine limitation, but not a big problem though.
Yeah, that's how it is, less management, large scale battles.
Finally. You should also swap this fighter glow for the real engine glow mesh.
Ok, thanks for the info! Now I'm seriously considering making the Light Cruiser, maybe something else too.
If the mod is dead, it means that the Light Cruiser concept was probably never been done.
-Who is Tefeari.
-Nice ship, but definitelly more Taiidan than Kadeshi.
I like the "jaws" (that was what I couldn't recognize sooner), I like how "compact" does it look now.
This is going in the right direction.
I did change it in the 5min time, because it went just way too complicated and after a while I also realized that it was very off topic. But if you want, the original text (feel free to delete it) was:
"In this case it's not better because it's closer to the original. It is closer, but that's not the reason why it's better.
Maybe I'm contradicting myself, because you could say that the original Kadeshi "faces" were better designed and this why I cannot simply say that the similarity with the original doesn't mean anything, But I would definitely vote for it even if I didn't know what "Kadeshi" means.
Ok, I should find the easier way to say what I have on mind:
You don't necessary have to keep it close to original just because it happened to look nicer when you did. Only thing you should do is to make them the angrier faces, make them sleek and round and keep some key design elements and then it could look anyhow.
(in moments like this I don't really think I'm making any sense to other people)"
In this case it's not better because it's closer to the original. It is closer, but that's not the reason why it's better.
That's what I was talking about -something new with key Kadeshi elements.
In my opinion your best Kadeshi piece.
I think what he means is that you've done it more like on the picture from the cutscene, where the dome is sharper, than from the actual model. But I really like it as it is. I like the chapel as well.
I was talking about the top side of the original BC.
And yes, you're right about those two being too close together.
But: The pulse cannon is angled down behind the muzzles and going further through the ship copying the side line in the middle. And even if it wouldn't, the missile launcher on the original BC don't need that much space anyway.
Why Missile BC couldn't have front pulse cannon? But if you really need to find something wrong here, take it as a bad name. None of what you can say won't change it, this shape is final.
(BTW, compare to the other BC, on top of it right here in this video, you can see a straight line longer than on mine)
I'm very satisfied with the hull shape, this is my favorite ship and therefore I'm basically very unwilling to change anything about it. The straight line of the bottom of the hull is the purpose, the Pulse cannons were on my original sketch and I liked them. Unfortunately for you it's all exactly as I want it to be.
There were a bunch of people trying to convince me about different shapes and other things, but unsuccessfully. Not this time, not with this ship. This one stays exactly as it is.
I think this DD has the very same speed as the regular one. So this really is just the upgrade.
I like the color combination.
The design of the torpedo battery is made to look military, which I presumed that won't be a problem since the destroyer shape is based on something like WWI battleship. I also really like the way it looks from profile: Img89.imageshack.us
The true is, that it's a never before seen shape in the Hiigaran navy. But I still believe it's fitting and I was about to create more launchers like this, which would make them a little more common.
If you don't like them we can talk about it.
I can see that Complex has the same issues with engine glows as I have, the shader doesn't seem to work that well in other that vertical position.
But very nice.
Well said. From my experience the competition is a good thing, it motivates you for better results, but no one wants war.
Well I think I really would actually, thanks man. And it really is a good idea, because it's a perfect trick how to solve the Vaygr modular ships. They are not supposed to be flexible but specialist. Now as you said, the build menu is still clear, you can still modify your ships, but they're not going to be universal because you can't take it back.
That's a great idea with the un-replacable subsystem.
So how many people doesn't like it? Now is your chance to say it.
Right now it's not ballanced anyhow, so it's pretty unfair I guess, but when all the ships will be ready, I'll make it more equal for all factions.
If you're asking if this is the another probe which could be build in the latest release (450 RU, down in the menu), then yes. It's supposed to be called a Hyperspace beacon.
I like it, whatever this is.
The double refinery.
I only follow what is already set:
You can nottice that the diagonal grey stripe is on all the Vaygr ship with a docking bay (carrier, MS, even BC), so I just follow the same code.
The laser ships don't have the red paint on the hull, only on the weapons itself, but we have no laser frigate in a game, only corvette and the corvette have the external weapons. So I've decided for the red nose (or just where the weapons will be), instead of the red stripe in the middle of the missile frigates and corvettes, and instead the grey stripe on the nose of the assault (kinetic) frigate.
So the same coding will apply for the next laser frigate, there will be red somewhere, most likely on the nose, because there the weapons are.
There is a nice set of rules and design symbols in the Homeworld 2, which helps me to keep the consistency. And I actually like to keep this rules, combining them is like a lego and you can build the truly Vaygr or Hiigaran ship, if you know them or if you pay attention and study what makes ships Vaygr or Hiigaran. This way you can even create something completelly different (Good example is the Vaygr Comm station), but if you use the given set of symbols and shapes, colors, you'll make the ship fit into the race. And in the real life there is a lot of variety, so something different but fitting make it even more believable.
I just follow all the Homeworld facts, no matter how illogical they are, so if antennas acts like sensors, they'll be sensors everywhere else.
There is still one possibility: to remove bottom pair of lasers.
But I have no problem with all those things fitting into this limited room, because there was a hangar before, an empty space and the sensors. Now there are lasers instead of the empty hangar plus the sensors.
Only thing, and probably the one you are talking about, is that those two things are too close together, that damage of one can be damage of the other, overheating problems etc. But remember there is no room for this in any other part of the frigate, Vaygr had to place it to the front, because they've already had to sacrifice a lot of space by making a hangar in the middle of the ship.
No problem, wallpaper sized image sets. And OK, I'll do some older ships in this format.
They turn three times slower than the normal kinetic turret. Which isn't that practical, but it's scarier.
I've decided not to. The turret construction is pretty fast, so if you see the swarm of bombers comming at you, there's nothing easier than build one or two flaks and problem is solved.
The capital flak artillery is still in progress, so it sounds like flak. But it's all going to change, it's going to sound and look nice. (Maybe not in the next release which will be there very soon, but eventually. But don't worry, I don't leave the unfinished work in my mod.)
It will be called just the artillery and HE artillery, I'm still not really decided. But it's basically the normal kinetic weapon with longer range. I've said sabot and HE, because those are the types of tank ammunition and I thought people will recognize it easier that way (sabot =sub-caliber round, HE = high explosive).
HE in this case is practically the anti-capital ship flak. Right now, the effect actually looks the same way like flak, except much bigger and it can't target strikecrafts. But I'm planning to change the effect for explosion, so it will look more like an anti-submarine weapon -random explosions around the ships, not flak smokes.
(so it's the long range triple barrelled kinetic weapon and even longer range triple barrelled anti-capital flak)
And yes, it is completely unarmed. It used to have the default torpedo launchers, but now when people can select even this weapon, it has nothing at the start. I have to think about the point defence, if it's not too much.
Apart from the one you need for making this ship.
Yes it is a good starter.
Hi. I had it the other way around. I'm not really a modder, I'm more a 3D animator than modder. I've studied an industrial design on the secondary school, started do be interrested in 3D graphics very soon and now I study animation. And then later I've realised that I have pretty much all the skills I need for modding. But I'm not supposed to make mods, I should do other much more useful things, modding is just my hobby, so I'm not really sure what should I tell you.
But tell me what exactly do you want to do? Modelling? Coding? My advice is not to show your progress on the modding forums, but on the forums about 3D graphics etc, you'll learn more that way.
14? Why your profile says 29?
The ball on the HW1 frigate looks how it looks because of the low polycount of the first game, but I do want to do something with the base of the sphere.
So why don't you reduce it to the half and stick the other half on a bottom? (a little more to the front, not at the same position at the original one, it wouldn't look good)
So the ship main hull is the other box than I thought. In that case I would suggest to scale down the missile box.
But it's your ship, do what you want.
Sure I've gave you the credit. In fact, if you wish I'll delete it and you can upload it yourself, now that you have your own account.
And it turned out very well for such coinsidence. I really like this one, in my opinion it's one of your best, if not the very best one.
And I keep this one because there's a fight and Supercarrier in both variations -the fully upgraded and the basic one.
I keep this one, because it shows Supercarrier in a size comparison to the Hiigaran MS (not exact, but it gives the rough idea of how big the ship is) and also the UI with ship icon.
Hey, sure I do, but I really need to keep it clear here in the Images section, so I've reduced your pictures (I'm not sure how many, 15? more?) to just 3 which I like the most.
I like this one, because this particular picture shows Supercarrier from an attractive angle and capture the Destroyer coming from the production subsystem. I myself would show picture like this. (In fact, I was trying to produce a picture like this) So I keep this one, it's good and I like it.
I've just made a new forum section for a screenshots, so please reupload your pictures there (really, I do appreciate players screenshots and I'm very curious about them. It also helps me to see what units you people use and how you play the game).
This Images gallery here is just for the most interresting shots. I myslef have literally thousands of screenshots, but I can show just a few.
There is a texture, just not that distinctive. It's visible on the very second picture, but you're right that it's probably not enough.
That's very nice piece. I'm not sure about the rear part, but the front is very fitting to the TEC arsenal.
I know, it would be great, but I don't think it's possible. And if it is, I've never heard of it.
Well, I guess there's only me. At least until I'll find someone for scripting.