I like to announce EVE: RTS (work name) It's a mod about EVE Online developed by myself, featuring ships and other objects directly from the original Game. Models and Textures were extracted using TriExporter. CCP confirmed that I can use their Artwork. (see end of summary)

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Cingularity
Cingularity - - 75 comments

I can't believe how EVE this looks, between the stars, asteroids and planet, you have done a great job bringing everything into homeworld. Other than that though, if the miners are not player controlled, how will a player manage economy?

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Mr.Thi Author
Mr.Thi - - 354 comments

Mostly by the captured Sector type and industrial ships.
For Sectors it depends on the Objects in a sector:
Asteroids AND Miners --> Income
Industrial Structures --> Income
Shipyards and Gates --> Production
Big Stations --> Production and Income

For the Industrial Ships I need to develop this a bit further.
As soon as I have something working I will post it, but you will build industrials on your own.

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Cingularity
Cingularity - - 75 comments

so you will not be able to build any structures then? or maybe just defenses?

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Mr.Thi Author
Mr.Thi - - 354 comments

Just Defense and some support structures is the Plan for now. The Problem with selfbuild Stations is, that they - if too large or too many - will block pathfinding and ships get stuck.

Well, I may workout a version for humans only where you could build everything on your own - but for now AI support and Playability is in focus as I think that most Players including me do play HW2 in singleplayer.

I actually like to build the Stuff on my own myself, but as I see it at the moment it will work and still be fun that way.

The Sector gamemode is also a Possible start setup for some RPG style play. Like PVE gamestyle. But thats in far future after all ships, weapons, maps and so on are done.

The Map scripts are also easy to edit, so every one who can edit a ship should be able to do his own maps without too much trouble.

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1.618
1.618 - - 21 comments

Question

Is it possible to make the open space 2x or even 3x biger
And if yes Is this a significative power capitalisation for the cpu?
TKs for the awnser.

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Mr.Thi Author
Mr.Thi - - 354 comments

The distance between sectors can be as large as you like - but you would have larger travelling times too. The CPU won't need more power then.

Currently Sector Size is fixed but that chould be changed too.

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1.618
1.618 - - 21 comments

So i think i understand the concept of sectors.
If I got it, it is gonna be like in sins of a solar empire witch to my experience is a great way to do.

I like to give suggestions and they are humble cus i know I dont have all the pices of the puzzel.

But I think i would be nice to make quite big sectors in a huge space...
when I say huge I say huge lol and out side the sectors ships would
increase speed of ships to some kind of 8000% in order to link those sectors to each other....I think it as been suggested as a possibility allready.
Just wana make sure;)


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Mr.Thi Author
Mr.Thi - - 354 comments

Sorry to disaapoint you but if you try to move something faster then 2000 m/s in HW2 it will simply go crazy and fail to navigate :-P

I doubt there is a workaround for this.

And you are right .. there might be some similarities between my setup and Sins.

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1.618
1.618 - - 21 comments

8000% straight line ;)hahah

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1.618
1.618 - - 21 comments

Sorry my english sucks I sould have read my post before sending it:(

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1.618
1.618 - - 21 comments

8000% is more a way to say max possible speed with no stops ;)

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Mr.Thi Author
Mr.Thi - - 354 comments

well ok ^^ ... we go for 1999,99999 m/s :-P

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Description

The Beam is a bit modified now ... so from new it's a bit more yellow.

Still need to create a dust effect on hit, but that should be done today.

Notice that Miners are sector bound and actually belonging to sectors. You won't have direct control over them.

This should not be the problem as I can make industrial "harvest" something now. (Wich will not be Asteroids :-P)