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Yes that seems to be a pretty good description.
I wish I had something deep and touching to say, something people usually do in these kind of situations, but to be honest (I hope at least that counts) I don't have anything, sorry. I'm ...armored. I used to want to play my mod with someone alive at least once rather than against CPU and my ultimate fantasy was that one day I'll randomly stumble upon a REARM video I didn't know about on youtube and it'll really touch me. And so on, stuff you might expect. But none of those things ever happened. Well yeah there are vids, a couple made by friends in the REARM dev group, but those aren't vids I didn't know about. The only ones left are two 30 seconds bits featuring two loadouts of Modular destroyers, not doing much, just sitting and maybe shooting. It's nice and all, but not moving (heh, pun).
What I got instead mostly was getting my models stolen and then being accused of beying the lowest scum for not sharing in the first place. (but to be fair that thing is closed. Well almost, the last remnant is the long Beghins's 1/10 review. But in general I saw through it and let the models be used freely by everyone for the benefit of a loved old game as a whole.)
So if you got what I was describing, you've probably realised I don't invest emotions into this thing, it's better that way. I'm doing it out of interior motivations as a deep respect for the aesthetic canon of the game and the most wonderful nostagia, but from outside, I'm too armored to actually fully appreatiate what you said. Thank you anyway, I'm just sorry I can't give you a deep heartfelt thank you. If I said something more touched it wouldn't be honest.
Work, heavy sleep deprivation here and there and a terrible feeling of guilt every time I start up some game instead of doing something useful. So you know, things are kind of normal really.
This mod, it's not finished. It's not a priority either, not much. If i had a load of time and unleashed myself, I would do something quite more interesting that a mod. But right now I don't even have a time to work on the mod. And every time I look at it, I see too many unfinished things it's deeply discouraging. For instance, there's an untextured model of Nassar Carrier, unfinished Research Station, a need to start and finish a Vaygr Research Ship, unfinished model of a Drone Frigate with working drones, I want to remake the Pulse Destroyer engines because I don't like them, there's a load of work on a third mystery ally race...
And don't even get me started on Kadeshi...
I don't even know where to start. The best shot probably is to forget the mod as whole, make myself stop knowing it exists basically and just take one single thing from it. A Research Station for example. And don't even start the mod, just put it in plain HW2 to avoid any distraction and just work on that. And in the rare moments of free time slowly gradually chip away assets from the unfinished list.
But right now, nothing is moving.
This comment has been posted in a private group.
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.
Use the updated model of the capital facility from the latest release. It's more detailed.
Yes it is faster and the design was meant to reflect that.
Well then you'll be the one surprising people with platform MDDs in a multiplayer, because no one else will expect it.
No they won't. No Vaygr primarily combat ship will have the ability to produce platforms. This is a part of intentional asymmetry.
Sorry, I'm not getting it. Are you describing a bug or a state of mind?
It really might be the Progenitors, I need to check that. Thanks.
Ah sorry, the German locale isn't updated. You can fix it yourself if you don't have a problem with shifting few files a bit. Simply copy the missing text from English locale folder (specificaly buildresearch.ucs file, open in notepad) into the German one. I'll fix it the next time, hopefully even find someone to translate the rest of the text.
Alright, that sounds actually way better and more optimistic than I expected. As I said for me it's extremely hard to recognize the level of progress, so thanks.
Except for the crashing, that's not good at all. Was it in a normal skirmish?
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?
Does your UI really say "OMGWTF!!!" ?
I installed HW just to compare the speeds (compare them simply visually -lame, but it would very quickly give you a rough idea), but as I said earlier I'm either blind, or HW simply does not have an option to turn off nlips.
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.
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.