Haegemonia - Vector Prime V 1.0
Jun 19, 2008 Full Version 42 commentsHaegemonia - Vector Prime brings the Star Wars feeling into Haegemonia The Solon Heritage. Playable Races will be the Rebels, The Empire and the Pirate&Smugglers...
Haegemonia - Vector PrimeHaegemonia mod | Released Jul 24, 2007This Mod brings the Star Wars feeling into Haegemonia The Solon Heritage. Playable Races will be the Rebels, The Empire and the Pirate&Smugglers. Yuuzhan Vong are independent race. The Mod will come out with complete new AI, new Techtrees for every Race, new Sounds and Music, new GFX and of course new Models. It will have different Era's (from Old Republic over Civil War to New Republic)with the typical Ships from this Time. And if you are asking now about the Ships, well there will be Ships from little Tie's up to the Allegiance or Mediator Class.
Latest News: Vector PRime Beta 0.9 Released
3 comments by m[ART]in on Apr 13th, 2006 digg this super bookmark A new Version (Beta 0.9) of the Vector Prime Mod for Haegemonia has been released! Featuring the Jedi Starfighter, the Home One, the XQ1 Weapons platform and many other new or improved Ships and Effects the Vector Prime Beta 0.9 is a visual firework inflamed on your screen. With additions like the Squad launch script, the Tractor beam and many other changes, the gameplay is better and easier to handle than before. There still are a lot of things to do for me and Arachno, like the Nebulon B frigate, overworking some models by adding shaders and smoothing groups and, of course, the Singleplayer campaign. So just be patient and wait for following versions ;) We welcome all comments and critics and will adhear your advices, so, please play the mod and share your experiences with us :)
Latest Downloads
Haegemonia - Vector Prime V 1.0Jun 19, 2008 Full Version 42 commentsHaegemonia - Vector Prime brings the Star Wars feeling into Haegemonia The Solon Heritage. Playable Races will be the Rebels, The Empire and the Pirate&Smugglers...
VP trailer by dirtbagMar 21, 2007 Movies 0 commentsThis is the VP trailer I made. It some ships of the mod. A new version can be made, but this is it for now. Enjoy!
Haegemonia TSH Vector Prime work version 0.95Jan 25, 2007 SDK 6 commentsWork in process version of Vector Prime SW mod for Haegemonia TSH. Feel free to add maps, graphics or scripts or everything what do this game mod...
Haegemonia - Vector Prime V 0.9Apr 12, 2006 Full Version 4 commentsVersion 0.9 of the Vector Prime mod with several bugfixes and features like the finished home one, the jedi starfighter, XQ1 Starfighter platform and...
Star Wars mod for Haegemonia TSHSep 23, 2005 Full Version 2 commentsFirst fruit of our work !!!!! This first beta version of Star Wars mod contains new models for 3 races - Galactic Empire, Rebel Alliance and Smuglers&Pirates...
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Seem like the Observation level seem to be not working. It would give me VB runtime error.
Can someone upload the one that work?
thanks
***BUMP ON UPDATES/OTHERS DOWNLOAD LIST***
MAJOR UPDATE 1A
Dodownload.filefront.com
DLL NEEDED BY MAJOR UPDATE 1A
Files.filefront.com
WALLPAPER
Media.moddb.com
for me the most important thing would be a smaller techtree with more expensive techs. At the moment there are far too many small techs like +5% aiming...if you could combine the techs more, the games would be faster (important in mp)...as an example for a social tech "Hutt Economy" grants 100% on trade, -25% tax, -10% max moral. Or "Galactic Empire" grants 75% on tax, 10% trade, -20% moral and max moral. Something like this...the techs would be more expensive so you have to choose wisely what you spent you rp on.
A tech like "Galactic Empire" does not seem logical - if you are the empire, it is trivial that you are the empire, and as for the others, why would you want to become it? But I understand your point, and will definately take it into consideration.
The main problem is that a very lot of stock TSH technologies remain, making the research list somewhat bulky. I will see if some of those techs can be combined.
In the upcoming time period I won't be able to work much on VP. I just get up at 05:30am and get home at around this time of day (9:00pm), and inbetween it is all university. Sadly, at the universities of those oh-so-well-developed countries, (I don't mean to offend anyone) people have like 1x60 or 3x60 minutes of lectures/seminars a day. (Of course, there should be notable exceptions too) Well I get 10x60 as an optimistic average here; so much for equal grounds around the world. Well at least we actually STUDY and not just sit around like oxen. Sorry about that, like I said I don't want to offend anyone, I just simply want to explain why I can't spend much time on VP.
Nevertheless, I will always reply to your ideas, take them into consideration and work on them, once I get the chance.
I have been playing with the mod with the mod and you asked for feedback so here is what i think.
- The mod is stable as far as I can tell. I have played a lot of games and no crashes happened.
- I think the random map genertor is a real great idea. It can balance the quite few number of maps in the game.
- The new ship icons on the map really suprised me. They are really helpful for identify the attacking ship and the starmap isn’t that boring now.
- With all the ships re-added we got a bigger selection but what is really good is that they are now linked to the research tree. However the are several ships unskinned ships (Liberator, cc 7700 etc.) and some have skinning that is really unsophisticated (Ranger corvete, Corellian gunship and so on).
I also agree with you about the heros. The old models should be replaced by members of the Star Wars species but I don’t really know about what planet types are you thinking about. The game covers almost all types.The only one I can think of now is an asteroid planet as Kessel or maybe a Coruscant type planet with it’s whole surface covered by one large city.
Moreover there are still a large number of ships that should be replaced. Like the mining ships. ( I didn’t really count them all but i think there are the mining ships, the residental base, the diplomatic ships, supply ships, not to mention the colonization and population tranports.) The original spy ships could be removed since every fraction has its own Star Wars version.
So all in all the mod is as excelent as always. I really enjoy playing it but as you have said: there is still a lot of work.
My greatest problem is that I have no access to suitable modelling software, that would allow me to export the work in bmod format.
I would need that for replacing the 3D heroes, reskinning ships, making a mole miner, things like that.
On planets, I mostly meant the terraforming cycle. It is funny to have the imperials feel well on volcanic planets. This is one thing I might experiment with if there is interest from others in it.
Thanks for explaining me what you meant by the new planets.As for the modelling software and the modelling itself I cannot be much of a help.:(
kessel-like is barren ;)
Coruscant-like, as I tried to implement earlier could be done yes.
DLL NEEDED BY MAJOR UPDATE 1A
Files.filefront.com
If the Vector Prime Launcher, created by Major Update 1A asks for a missing DLL file, unzip this into your Vector Prime folder. Required to use the launcher and the random map generator built into it.
Some fruits of my recent graphics editing work:
Wallpaper: Media.moddb.com
banner: Media.moddb.com
The banner has a slight graphical distortion close to the haegemonia, but that can easily be removed.