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Thx for the update!
Btw, the ai works quite well. In fact, it works so well i just got right stomped into the ground.
Both downloads are broken, the downloadable files are around 100 and 500 mb big.
Here a german mirror with a nice 1mb/s download
Maybe something like the sector gamemode mr.thi is making for the eve-mode? It seems to be the most developed gamemode for more a complex skirmish. Sector-wise research is afaik in development, the ai is already customized. This might actually work.
Imagine a star trek mod in such a environment. You might have sectors controlled by auxillary races, accomodating sensor arrays, mercenaries, artifacts or anomalies. Or, even better, one acting as spawning point for a borg-invasion. Now this would also make an interesting tactical invasion mode^^
But let's put the dreaming aside, for now the second era is still in development. And judging the last two releases, this will probably also bring great things to hw2.
I made a weird observation when i started playing against hard enemies. Sowjets heavily profit from something at that difficulty. After a few minutes, they start steamrolling everyone with ungodly ammounts of infantry and light tanks. Especially interesting when sowjet armies consisting of ~3-5 Tanks and ~10 Infantery units of every kind are supported by only few allied american soldiers and a small number of at-guns. They even had a sniper ace, which should be pretty much impossible at that point.
btw: The russian tank guard T34 doesn't work and sometimes the weapons of the russian sniper teams vanish. Also the T34 Muzzle Flash is sometimes a white square.
The Jagdpanther is a comparatively well-rounded heavy tank. Rather slow, no turret, but heavily armored and very effective against tanks. It gets easily surrounded and destroyed without support, though.
Compared to that, the Jagdtiger is exactly the same, it just takes everything to it's extremes. As the heaviest tank ever built, it is armed with a caliber with a similar size to modern abrams or leopard tanks. It can and will kill every enemy tank he encounters, you just shouldn't take a Jagdtiger into battles where you might have to withdraw, since the enemy AT-Guns can outrun it. Aside from that, choosing the Jagdtiger you pretty much get 70 Tons of fun.
So you're pretty immune to exterior motivation? Interesting, but this kind of motivation never holds very long anyway. So yeah, it was more or less about seeing things done.
I already gussed about the version on your hard drive of rearm. You showed some interesting pictures and also wrote about quite a few additions and impovements.
And seriously, the one about Flagship sounds really cool. For example, if you could set things up in a way where the Flagship is the only Battlecruiser you can have, this might spin the whole gameplay in a very interesting direction.
About a release, you should hold your standard. Aside from the lag problem and the science station texture most of your mod was pretty polished. So i was more talking along the lines of throwing out the more work heavy unfinished things for later (like mostly unfinished ships and features) and just releasing a version with finished things your contended about.
The reasoning behind this is, that the recent version quite an improvement and the last release already more than one and a half year old. But sorting it out like this might just be another mountain of work.
That said, at the end you can best judge when to release. Maybe i could add a bit of perspective from the other side, though^^
First, I played your mod for some time now, and have to say you did great work! The red army is pretty much already on the level of quality of the Vanilla CoH, and comes with a lot of cool ideas.
I've got some problems when playing sowjets, though. For example, how do you deal with enemy artillery? I just had a bunch of 30 or 36 Soldiers, mostly upgraded Strelky capturing a point. Most of them didn't stand very close together, but a mortar-truck managed to kill everyone but a single soldier with the first grenade. Seems more like a balancing issue, since the truck is only light artillery. Or am i doing something wrong?
Thanks, that's very reassuring. Also great that the guys at Relic took some precautions. A few years should be enough to sort out what happens to the licence^^
Anyway, i really hope Relic stays as a complete Developer, under whoever they will work in the future.
How long will we still be able to play company of heroes?
I just began to wonder about that. As you all know, Relic implemented their dumb DRM/Onlineplay-Thingy, so you can only start CoH while logging in. Problem is, Relic belongs to THQ, and they probably won't last much longer. Chances that Relic get bought by someone in case of THQs insolvency also isn't that high. Insolvencies pretty much never go as planned, because the administrators don't get paid to do good work, in contrary, they get paid even more if they are slow.
I really hope this gets somehow sorted out. It would be a shame to loose this game because of stupid DRM.
That sounds tough. If you're just playing it's easy to forget how much work and dedication goes into mods.
Why don't you beginn finishing up the more advanced things? Like the, judging the pictures, almost finished Nassar Corvettes? When those advanced things are done, just ignore the more work intensive things and release an update, even if it's rather small. We would be happy just seeing some movement in any case. And more important, maybe this will also bring some motivation back to you?
Like Kyle said, in any case we are really grateful for the things you did. Don't let yourself get overwhelmed with work.
Some Races have a few tricks against the borg. For example, intrepids are a very good tool to deactivate their ships. And mixed fleets are in general more useful in this mod.
In the beginning raids against their research bases are also a very effective to obstruct their develpment.
The planet mod in fall of kobol for rebellion ist somewhat weird. In my last game i got 6 artifacts and 4 of them were the matter something artifact.
Thx, it's great you reacted to the ideas and criticism.
On the other hand, i hate to say it, but the ai is still passive. Also tried expert and -determcompplayer, but the greatest task my ai enemies and friends managed to do was the construction of one fighter and a miner.
Nice, that's the best menu for hw2 i've seen until now.
This looks very interesting. So the ai navigates between Sectors and actively captures them? It's sometimes hard to believe what you modders get out of this old game^^
Will you also release a version for standard homeworld and how are the possibilities to see this in other mods?
I'd love to see this mode not in only in eve-rts, but also in mods like rearm or complex. The trend of many hw2-mods lies in adding more and more features, and this cries pretty much for bigger and more complex battlefields like your sector mode.
You've given us so many new shiny toys, but now we got nobody interesting to shoot at. Can you release a small update containing the ai-fix? Please?
Really? The letters in REARM were more or less two-dimensinal. I heard it was more about the hundreds of sub-systems the engine couldn't handle.
Well, I'm curious how it works for your mod, naming Battlestars would be quite nice. Just please don't push the feature in case it doesn't work.
They're doing this stuff for quite some time now. Just try watching music videos from Germany. Or even small things like mod trailers with the wrong Music -.-
Cause there is no kill like overkill^^
btw, was the Galactica already this heavily armed in the flashbacks from razor?
Not really. Sure, Naming ships itself is awesome, but in the end it's just to time consuming and impractical in HW2. And even worse, for example the in principle great rearm mod suffers already heavily under it's impact on performance. Ten destroyers with names are more performance heavy than a few hundred fighters. That's no fun.
Why shouldn't it work? Or because they took down the downloads at Moddb?
In the latter case everything is still available:
When i moved the camera in a specific angle i could see a red light moving over my ships hull. You usualy can't see it because the necessary angle is very small. The only thing i could imagine what it's meant to be, was a sun reflection.
Now when i think about it, it might also be a map specific thing.
Very bad idea. The only defense of this mod is that no commercial companies are involved.
So probably the best way for Bethesda to support MMERP is to ignore it with extreme prejudice.
I encountered a few smaller bugs.
1. As wrote in another thread, the ai a bit broken. They spent only small fractions of their ressources when they could at least build endless streams of frigates and refuse to built yards at all. This did work in the last version.
2. The hit effects tend to occur a slight distance away from the hull. This affects ships as well as stations.
3. In my last game a Halo Music Player v2.1 popped up. Don't know how i did that or how you close it again.
4. The frigate flight maneauvers are sometimes a bit off. I just had a Thanatos flying quite a distance away after an attack run so he could only fire again when he already made half of the distance back.
5. The sun reflections are a bit weird, since they only appear in a very tiny angle.
So it actually was stopped? Awesome that you're continuing the mod. But what's about that take down notice from whoever the BSG License has? They send it to moddb some time ago to promote their own ****** bsg-games.
Like the hardest ai. A handful of Orthrus was the worst the comp ever threw against me. Last game (3 players on a six player map) the ais harvested 170000 REs, but only spend around 13000. Seemingly they just build miners, a few fighters, corvettes and frigates but they never construct new Yards.
Idk, looks a bit like they can't really grasp the point of having no mobile refinieries and just try to fill the mining routes with more miners.
Actually, I doubted your ideas for the economy myself. But it works very well, congrats on that front.
Although I think you should make the nav buoy earlier avaible. Somewhat defeats it's point if you need to get the Narwhal before. And please add the boost range to the description, how else should we know how many we need?
And btw, the new textures are looking awsome!
I think you misunderstood something.
Pouks point is, that the Cruiser doesn't look Hiigaran at all^^
He is quite a bit more conservative when it comes to Faction Design and Gameplay, while the complex mod desn't really bother with such ristrictions. Personaly, I think both approaches are interesting.
I'm somewhat disappointed. Complex 7 was a ton of fun, but the new version...
First, the power system. It's just broken. And this feature also finally steps over a line - it's complexity for complexities sake. The chanes or gains for gameplay are so small it doesn't justify in any way for it's effort or cost ingame. Higarans are only weaker than before. And even more imortant, less fun.
Second, the Crew and especially Officer limit. Seriously, what's the gain in having like 20 Capitals and just being able to field like 6 at once in a multiple hour long game? Extremly disappointing when you're finally at Admiral rank and nothing happens.
And finally, the AI. I didn't test this to much, but it seems just to be broken. Whatever you did, this is multiple steps down since C7. This takes much of the fun out of battles against the ais and the mod in totality.
And a less important thing btw, the new civilian Hig-Station is utterly useless. It's like spending 24k+ ressources for a few boosts and a money generating mechanism which will probably never bring as much re back as you've invested in it.
Don't get this wrong. I actually like this mod. But that's just more reason to point at it's obvious faults, since C7 already showed how much potential the complex mod has.
Well, most of the difficulty comes from the lack of good tutorials or readmes. Add a short explanation of game mechanics and the mod becomes far easier. Easier is relative, though.
Very nice! You really get the feeling from this one how ridiculously large even the small frigates of W40K are.
But can you get this many weapons to work in nexus? Ive never seen more than 6 or 8 dual guns and this ship has like 20 guns on every side, even without the lances?