Long ago, when the word 'Hiigara' rang only as a hollow dream, the kiith of Kharak never imagined they would walk the Path to Victory. But, when they reclaimed their Homeworld and proclaimed themselves 'Hiigaran', they believed they had reached their goal. How wrong they were. 150 years after Hiigaran landfall, conflict rages across the Galaxy... Path to Victory is a multiplayer and skirmish mod for Homeworld 2 that adds new units to both Vaygr and Hiigaran Races as well as enabling the Keepers, Raiders and Kadeshi as playable races.

Forum Thread
  Posts  
The Suggestions Forum (Games : Homeworld 2 : Mods : Path To Victory : Forum : Suggestions : The Suggestions Forum) Locked
Thread Options 1 2
Apr 12 2010 Anchor

Got an idea you think belongs it this mod? This is the place to bring it! Obviously I won't take any old idea so give it some thought first. If I like your suggestion, it will be included in Path To Victory.

May 30 2010 Anchor

How about more multirole units? Rather than the rock-paper-scissors approach everyone seems to be making (no offense meant).

--

Before you ask. I don't drink tea.

May 30 2010 Anchor

None taken. What ideas do you have for multirole units? The first one planned is the Kadeshi Advanced Swarmer (though the Vaygr Missile Frigate is pretty multi-role when upgraded with cluster missiles)

--

I can count to 1024 on my fingers!

May 30 2010 Anchor

Say like for example a Frigate that has potent (and I use the word lightly) anti-strikecraft and then some decent anti-capital ship weapons, and leaving it vunerable to other frigates for example? Thats the best example I can think of at the moment haha

--

Before you ask. I don't drink tea.

May 31 2010 Anchor

are you going to add subfactions for the kadeshi? if you do i think that one of them should specialise in stealth, maybe with something like a hyperspace gate/ cloaking frigate, so they can ambush and lots of fast light units. perhaps the other faction could be similar to the higaran defense fleet, having lots of capitals to defend their fleets

May 31 2010 Anchor

Factions are planned for kadesh. I was thinking one which ambushes and swarms, the other which focuses on frigates which are supported by swarmers. Don't know any details yet though.

--

I can count to 1024 on my fingers!

Jun 1 2010 Anchor

that sounds cool ,for the frigate faction, maybe you could give their capitals and frigates able to build little swarmer type ships that just follow them round and destroy missiles and mines

Jun 11 2010 Anchor

If I can figure out how to code that I'll do it. If I can't... well, I can't. But I like the idea.

More specifically the frigate/capital faction (I'm thinking Cult of the Swarm will be the name for the swarmer faction, don't know what the other will be called quite yet) will be able to build more types of frigates to support their swarmers. Thus the swarm cult is mainly limited to swarmers, podships and needleships with corvettes and frigates as support units while the other cult will build around a frigate force and capital ships which are supported by corvettes and swarmers.

Still a lot of thought yet to go into this, I'm just rambling ideas right now.

--

I can count to 1024 on my fingers!

Jun 28 2010 Anchor

Oh, brain-flux, Is it possible to have a unit/subsystem that enables said unit to see how far enemy units can see? Like, you can see their sensor range if that makes any sense? I'm not sure if that's possible to do with Homeworld 2 though, but it seemed like a good idea haha

--

Before you ask. I don't drink tea.

Jun 29 2010 Anchor

Hmm, dunno tbh. It would be interesting though. Game Rule scripts open a lot of possibilites. I'll have to look into it.

--

I can count to 1024 on my fingers!

Jul 21 2010 Anchor

It might be useful to let researched items to stay red and readable, disabled researches in grey. And please! More descriptions!

-- off
Great mod! Has a nice time to play!


-- ffo

Edited by: 6opweu

Jul 22 2010 Anchor

Hmm... I'll have to see if I can't script something with the research (HW2 is kinda inflexible there but you never know until you look). Descriptions will be fixed. Only issue is research descriptions seem to have an incredibly low character limit (255 chars probably) making it hard to pack all the text in.

--

I can count to 1024 on my fingers!

Sep 17 2010 Anchor

I think the Speed reversal dint realy work out well for gameplay. The main advantage of fighters and corvettes was their speed and maouverability. Now they cant even catch up to a Battlecruiser. I have sent a group of Thief corvettes to capture a Higaran Battlecruiser but it just "back pedaled" and shot them all down. Also when cap ships zip around the battlefield it makes it nerly impossible for boarding frigates to work properly. And then of course there is the mothership that can just sip away from truble while its fleet even if its outgunned) holds the attackers off for just a few seconds. Oh and 2 minor suggestions concernig ship balance:

- I dont think the shields on Keeper Drones are necessary. They already cut down other races strike craft with relative ease.

- The higaran Battle Platform is a great idea but with its currents speed its basicly a huge battle cruiser which can be used on ofense without any problem. I would recomed lowering its speed AND making it work like the Starbases in Hegemonia: Legions Iron. Its mobile but defenseless untill deployed. once that is done its weapons come online but it cant move anymore and is fixed to that location. If this ends up underpowering it youcan always increase its armor and/or firepower to balance it out.

This all probably looks like a rant so dont get me wrong, This mod is 1 of the best ive played, and probably the only one which made playing each race truly diferent.

Sep 24 2010 Anchor

Speed reversal. Yep, I agree. Will have to be worked on.

I'd also like to have different speeds for different races, allowing for - say - vaygr to flank better with fighters but their capships are slower etc.

Drone shields are in for the sake of making drones overpowered. They are THE keeper combat vessel, the highest evolution of Keeper combat AIs. The shields are just an added gimmick to make them real powerful. If I lost the shields, I'd buff their armor by a lot so the effect would be the same. However I may reduce their armor slightly in future because of the shields.

Battle platform: Yeah... needs to be slower. Interesting idea with the speed. Hmm... actually.... hmm.

No probs, doesn't read like a rant to me. Great critisizm and well - greatly appreciated! Thanks ;)

--

I can count to 1024 on my fingers!

Sep 28 2010 Anchor

i recently had an idea that might be worth looking at once all the races are ready. Another race, The Beast.

Of course making a proper Beast race would require alot of work but i have a basic idea for the infection. However its based on the asumption that the raider scafhold works by being replaced by the proper ship when its repaired (if im not even close here you mightaswell stop reading here). Why not make the infection work on the same principle, once a ship is infected, it would be disabled for a few seconds and then replaced by its infected counterpart. This would also allow for stat modifications. As for the mothership id say an Infected Vaygr "Invasion Carrier" or Higarran Mobile Shipyard would make a good basis.

Sep 30 2010 Anchor

I considered that very idea when contemplating the beast. However remaking an ass ton of ships for every race for the infected model just scared me away. Way too much work - and in the end I discovered it wouldn't even work reliably (can't infect fighters - yay). While I'd love to see the beast back, I simply don't have the time or energy to do that much, techincal issues aside.

--

I can count to 1024 on my fingers!

Oct 2 2010 Anchor

Crazy crazy idea... Just utterly stupid... But what would the human race from "earth" look by this time?

Oct 2 2010 Anchor

A bunch of atomic dust left after someone presses the wrong button that's big and red and says blow everything up on it.

Actually, I really don't know. As far as I know HW2 never had anything to do with real time so I don't even know where to place them on the timeline (stone age or waaaay off into the future)

--

I can count to 1024 on my fingers!

Oct 3 2010 Anchor

I think actually that Hiigarians and Co are all human descendants, I'm not sure though..

--

Before you ask. I don't drink tea.

Oct 7 2010 Anchor

I couldn't really say.

Neways, Know this isn't really the right thread for this but I dunno where else to put it as I've the last post in every thread meaning none of them will be read.

I've been implementing the Turanic Raiders Mercenaries as you may know if you follow the news. There is however the question of how to build mercenary ships. Possible ideas are:

1) Hyperspace from Lord (note: This would mean no fighters or corvettes but you'd get an assault frigate instead)
2) Hyperspace from NavBouey or similar (All ships would be hyperspaced in and buildable only from the bouey)
3) Hypercpace in from Lord. To build fighters and corvette merc you need a mercenary carrier

The issue is the following: you can't HS in ships that can dock a specific ship family. I.e. I can't hyperspace in fighters and corvettes on the lord because it can dock fighters and corvettes. This means the mercs would be build from the carrier which is quite frakly entirely odd and stupid and looks weird.

Ofc. if someone has a better idea, I'm open to suggetions. Personally I'm going for option 2) as it's the simplest and would give the HS bouey a needed graphics rework as well as some use ingame beyond sitting around and being in the way.

--

I can count to 1024 on my fingers!

Oct 7 2010 Anchor

Instead of a mercenary carrier, it can be a mercenary cruiser and fighters and corvettes can have a very fast build time. Like that, it's like you hire a ship with its fighters on board. I think it's more the mercenaries way to have a fleet ready to use. But, of course, with a cost.

Oct 7 2010 Anchor

IPS suggested something similar. Basically, add a docking bay to the bottom of the cruiser and use that as a carrier/cruiser hybrid. Honestly it would be a simple solution but you'd be kinda limited in the freedom of the mercs you can hire. I'm making an assault frigate as well so the result would be:

Assault Frigate & Cruiser buildable from the lord (hyperspace in)

Fighters & Corvettes buildable (very fast speed) inside the cruiser.

Guess that's doable.

Edited by: mololu

Oct 7 2010 Anchor

I agree with this idea.
In my opinion, mercenaries have a fixed and limited fleet. I.e. : they have one cruiser, two destroyers (maybe differents), four/five frigates and their docking bays full of light units. They only have that and try to keep them alive. Besides, I don't know if that's possible, but they could flee the battle automatically if the damage becomes too great and/or they could hyperspace out instead of exploding when they are destroyed. After that, we could hire them again but after a waiting period during which the hire button is blocked. They need time for repair their ships.

It's the way I see them, hire to help but not to replace the fleet.

Mercenaries are helpful but don't try to do anything with or you may pay.

Oct 8 2010 Anchor

The derelict station on Tanis (nice idea with the map btw) gave me (yet another) idea. Why not expand on the derelict thing? For example damaged derelict ships up for grabs in junk fields (would be a paradise for raiders) or a abandoned Vaygr base in the center of the map (maybe with hostile automated platforms as defense?). The station would have an extremely powerfull sensor array able to detect even cloaked ships at a distance surpasing scout ship sensors by a huge margin, Hangars for fighter, Corvette and frigate repairs and (if possible) Carrier grade production capabilaties. Taking the station as fast as possible would be a great advantage to whoever is fast enaugh. As for keeper and Kadeshi, they could benefit from these derelicts aswell, though not as much as the rest. Kadeshi would simply destroy them and salvage the remains whil keepers would use decievers to "harvest" them (maybe make the station more resistant to decievers so they can stay latched on for longer and give the keepers a large power boost?)

PS: The derelict ships could include Homeworld and Cataclysm era ships if you can be bothered to make refreshed versions that is.

Edited by: DarthHarry

Oct 25 2010 Anchor

That is a good point on the generators. I never thought of that but I may include them in future - though most likely they'll get a revised gate model sometime so it doesn't look quite like the balcora gate.

--

I can count to 1024 on my fingers!

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.