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Yes it's getting remastered, that's what this picture is about.
This will be its moddb homepage: Moddb.com
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.
I'm tinkering around it, but the Remastered doesn't take -locale English command, so all the R.E.A.R.M. related text currently looks like bunch of numbers like " $8125 ".
Hmm, odd... Is your game patched to version 1.1? It probably is, otherwise the only thing you could run is a plain DM.
What does the Hw2.log say? (a text file in the Homeworld2\Bin\Release next to your game Homeworld2.exe)
That's localization, you have to add " -locale english " into your shortcut's target line. It'll look roughly like this: "C:\Games\Homeworld2\Bin\Release\Homeworld2.exe" -mod rearm0.0.3d.big -locale english
It's all described in the readme.
Yeah, lots. But we have reports of 200 Destroyers on the scene running smoothly, so I'm optimistic.
That thing: Moddb.com
It's simply that when you build ships, BCs come in pairs, when you build a Destroyer there's 4 of them, Frigates comes in formations of 8 etc. Plus there are some tweaks to reduce micromanagement.
It's a large scale battle game mode.
Do we want High Command? I don't think anyone plays that, but I'd guess it wouldn't crash the game now.
Looking at the Gearbox gameplay video, "Remastering" this mod is gonna be a lot of work...
Different aproach though. Will start from the ground up, quality over quantity, more pure, without some of the experimental side projects, only the ships and features that really made sense will make the transsition. Don't expect a Triple Laser Corvette or Vaygr Support Frigate to make it...
No Kadeshi, no localisation, no explosion damage (AI don't get it anyway).
Ally races? I suppose not, or not yet. To make something meaningful it's going to have to be Hiigaran and Vaygr only.
I think the simple start is to convert the Hiigaran Supercarrier, Vaygr Missile battlecruiser, Hiigaran Modular Destroyer, Vaygr Artillery Frigate and Hiigaran Cloak Fighter and start with it. Release just that in the HD graphics as soon as it's done. And start from there.
I have no idea what Steam Workshop practically is... But soon enough I'll know it through and through.
Improve Complex Simple? ...How do you improve one man's personal gamefied hallucination trip?
You have my vote!
Do you have the game patched to the version 1.1? That's always the case.