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Second that part about the Halcyon. I played Halo after your mod and there are some differences, most notable the thickness. Your model is epic but i think you still can improve a bit. For reference, two pictures, one from halo and one from reach
So you planned already that far? Then there isn't much more to say. Can't wait for the new ships.
Seems like a actually reached the chrachter limit. Whatever, i'll just continue here. Well, until i waited a minute...
The fighter and bomber are also interesting. They can hold up against frigates, but only until corvettes come. Under AA-Fire, they just die like flies. They also do little damage to frigates and just nuke every cruiser. I think it would be better to balance their damage a bit between these ships. Or are they just planned as anti-cruiser? Then we could need smaller bombers against smaller ships. For now, i can't really see much use in them aside from the Kindjhal countering cruisers.
Aside from these things, the balancing seems to be surprisingly good for a first release. And by the way, the ai really does a good job. Until now, i had much fun with the mod.
So, i played this mod a bit now and want to comment on the balance. I usually just play singleplayer, but that way it's easy to compare the ships.
First, the Hermes Carrier. I actually like that ship because it stays in the back and makes a good fire support. But that's pretty much everything the ship does. Sure, it jumps with four squadrons, but it's often to much micro-management to use that ability on a greater scale. Aside from that it's more expensive than the Paris-Class and the mac is pretty much the only effective weapon aside from a few rockets. The fusion torpedos hit seldom and make almost no damage, the AA-Guns are nice, but on a ship that's pretty much artillery? Not that useful. Considering the price of that ship, i think it would be better to give her a mac with faster reloading time or making the torpedos stronger and give them a better aim/speed. That way the Hermes could better fulfill his roles.
Then the other frigates: The Orthrus does a great job with it's front armaments at the beginning, but most battles are more drawn out. Although I couldn't really test this, from the descriptions and statistics the orthrus has far less effective weapons for close quarter combat than the paris, aside from the stronger hull. I'm not to sure about this, but shouldn't the Orthrus, considering it's price, have more effective tools to defend itself on short range? When you later add new ships more suited for dogfights, the Orthrus might also loose the much of it's purpose. Or am I just using it the wrong way? I really don't know.
I didn't test the shader 2.0-version, but weren't the narwhal-files corrupt in that version and the no shader-update supposed to have a fix for that problem?
By the way, when i had performance issues during battles it didn't matter where the camera was. I could look at the quiet other end of the map and the framerate hardly improved from being close to the battle. If it's not just for me that ways the lod might not have much effect.
Very fun mod, you got my vote^^
I posted already a few technical problems, but there is on thing bugging me. If you give your frigates attack order they always prefer corvettes to enemy frigates. That way they usually waste the few shots with the mac on small fry instead of ripping a few enemy frigate into pieces. If you control your ships yourself, you always have a big advantage against the enemy ai.
@halfgod85: Yeah, the refinery and collector have some scaling/lod issues. If it isn't anyway, try to deactivate nlips. Homeworld 2 is much better without it.
No, it's not related to nlips. I tried already every setting and multiple resolutions, always the same result.
So, tested it, bad news. But i'll post it a bit more exact, maybe it's somehow helpful.
I sent a Enrienyes and a Aries squadron to a attack a Typhoon. Interesting is that the flashing didn't occur on the first attack-run, but on the second one when the fighters were more spread out around the enemy ship. The flashing also occurs more frequently if i look from greater distances. I'm not a modder, but the whole thing reminds me on a lod problem.
By the way, if the problem is so hard to solve, would it be so bad to use a more primitive method than fixing? Like exchange the weapon causing this problem? Or making a new one?
Nice to see you're still motivated to fix it. It would be sad to see such a great mod to die because of such a small problem. So thanks for that.
but you should be able to make single parts rotating, or? for example you could let the dark grey area between the brighter inner and outer ring spin. rise the structures with their connection to the outer rings a bit and let them stay still and further make the inner section with the windows rotating at the same pace as the ring.
i think that could make quite a nice look.
although i don't know how much work it is, since you are already single-handedly massproducing awesome models.
and just btw, great model. makes easily clear why the valeron isn't the colony ship.
at first glance i thought you made a new capital, but such a design is just the new lr-frigate? awesome work!
Oh, i thought you some time changed the names because of legal reasons and just kept it that way. Seemed a bit weird with also having the real bucket. Still, looks already better if you know there is a reason for the name, so no problem.
I really came to like this ship after some time. But really,you should change the Name. This feels somehow just wrong if you have the actual galactica-class ingame.
Not that it changes anything for me. And making a copy of a game isn't allowed anyway.
Sure, commercially developing takes you in another position. I just wanted to clarify that, as strict as your text sound, there is still a difference between what you do with a game you bought and something you develop or distribute in public.
Although i wonder if you really can get sued if you give a bought game to a friend. Well, actually i don't really want to know^^
It just strange because you don't understand^^
For example, although I'm not sure about the exact historical origin, the law to prohibit the display of svastikas is more a result of the ambitions of allied powers which tried to erase everything connected to the nazis.The law wasn't abolished since then because there was never really a need to. Before games, the artistic freedom was more or less guaranteed anyway. And really, germany has a few complexes about the past, but in general we are more mature when it comes to the nazis if you compare it to a few other countries where many people think that nazis were just bad people and hitler a demon. In reality, their rise was a pretty normal happening compared to the circumstances.
Interesting, I really didn't think the german law is still causing so many problems for developers. Still, two points of your points aren't as serious as you think. The one about symbols resembling svastikas is so that you can't do something like changing the direction of the hooks and calling that thing aztec sun cross. I think the first call of duty had black crosses instead of svastikas, didn't even notice it at my first playthrough. You can't give out games in public places to strangers, but giving a game to a friend is never a problem, or at least nobody cares about that^^
But the whole problem lies elsewhere. In german law, games still aren't considered art, or at least not to a similar extent as movies or books. And if you don't have artistic liberties, you have to be careful and might need to take precautionary measure. Which usualy means self-censorship.
Still, you can't blame developers for being unable to cope with such unclear and archaic laws. But there has been some progress on some parts. The usual problems with gore are declining. In the last years some games passed through the review when even the developers didn't expect success. It was never planned to release Clive Barker's Jericho in germany, Dead Space and Gears of War 3 where also surprises. The last one in particular, since the first two games aren't avaible in germany. Luckily, there is always still the uk and the games are even mostly cheaper over there^^
Games are more recognized as art in the last years, too. With a bit luck in near future you don't have to cope with such nonsense anymore.
Greetings from Germany
You could also ask if there is a reason to have superweapons at all. Even the original Sins has none which damage structures and ships, otherwise things like the culture-spreading superweapon would be utterly useless compared to them. They were rather something like support weapons to break a possible deadlock.
But the SGI-Mod has fast ships and short battles, so there isn't a reason to have such a kind of weapon. I think it's best just to threw these weapons out of the game. Superweapon sound always like nice, but in Sins they were never really interesting anyway.
btw: I found a little bug on the phoenix class. I used their ability to stop phase jumps after conquering an asteroid, then i built yards to repair and resupply my fleet. After a while, i noticed that every phoenix class ship was spamming the phase block all the time. The ability wasn't automated and the ships had exact the same timing. Small, but kind of an game-breaker.
I really wonder if the engine can handle that. The BSG Mod has already serious trouble with fighters.
Planetary defense vessels without warp-drives. I think there were a bunch of this ships in space marine. They are supposed to be very powerful.
Yep, there was a problem with the tsop. Just donwload SGI from moddb, this version is without the tsop and with a few additional fixes.
Sounds like your download is incomplete. Check your filesize, it should be around 518 MB. Downloads from Filefront sometimes stop without any apparent reason, in that case just continue or restart the download.
@cky: Nope, filesize is identical to the first one.
btw, why is the comment not below yours? This site has issues...
Yeah, just had the same problem. Sins crashed when my ships started to attack a pirate base, which was already conquered a few times.
There is also a small part of the hud in the upper right missing and there need to be placeholder for the event windows.
Aside from that i really like the new interface. Adds really something to the atmosphere.
Out of curiosity, are the Wraith (Super-)Hives supposed to be that strong? I know they're still wip but they really stick out. Damage over 2000 - quite nice ships. But somehow the ai doesn't really know how to use them, although their description basically reads like point at enemy and enjoy the firework.
Just played a bit and the new version is awesome! Mostly played Humans and its nice to see most or all of their ships have finally textures, the new capitals are also great. Well, you rarely have enough crew to build all of them, but it's nice to have a choice^^
There is a problem with the planet textures. The texture of many planets is incomplete and sometimes parts of the surface are from different planet types. Maybe some problem with integrating the optimization project?
Damn time limit^^
Anyway, in case someone else got the same problem, i'll post the solution. Under win7, you might have to add the game.exe to the "data execution prevention". Weird, but works.
So, i tested a few things, searched the web, finally tried another game and got the same issue. Seems to be more of a general problem, but i couldn't find a solution. At least it's not a problem with your game.
Yeah, it's weird. I don't get an error messag. The normal windows error message is disabled, but that wouldn't help anyway. The window shows up as it should and then quits.
Looks interesting. But i can't start the game. I always get a black screen and the game quits. Do i still need to download some kind of texture pack or are there incomapatibilities with win7? Sorry, it's been years since i played something made by the rpgmaker and that was still the good old rmk2. Quite nostalgic. Anyway, thanks in advance^^
Good to hear that you won't give up that easily^^