Pirates Mod v0.3
Feb 10, 2006 Full Version 16 commentsv0.3 - Fully functional Pirate AI (does not research upgrades or build weapon subsystems) - Several new deathmatch maps - Removed all fighter and corvette...
The goal of this mod is to add a third playable pirate race to Homeworld 2, as well as implement minor universal gameplay changes and add additional ships to the existing hiigaran and vaygr navies. This modis not meant to challenge or create existing HW2 canon, is merely for everyone's enjoyment.
The gameplay of the mod is already complete and playable, and features a functioning pirate AI, so you can play against a pirate CPU in multiplayer!
Features already included in the mod:
New models
New weapons
New maps
New gamemodes
New sound fx
New music
Fuctioning Pirate AI
Features in the works:
More models
More maps
More gamemodes
New voices
More Piratey goodness
3 comments by Thunderbolt on Jun 19th, 2008 digg this super bookmark
After two years i am happy to announce a new version of the pirates mod!
it will be a new self installer exe version and also a .big version for those who want it.
V0.3b Fixes all reported bugs and will add the Improved Bataraia's Hammer
The new Bataraia's Hammer is faster with more subsystem slots and the best salvage dropoff ship in the game.
The Release Date of this version is planned for mid July i will finalize the change log early July,
so if you have a bug that is not on the list here (scroll to bottom) please email me at HW2PiratesMod@gmail.com with a full description.
v0.3 - Fully functional Pirate AI (does not research upgrades or build weapon subsystems) - Several new deathmatch maps - Removed all fighter and corvette...
This Pirates Mod update fixes a bug that caused the game to crash when a multi-gun corvette was built.
This Homeworld 2 mod adds a third race allows you to play as or against in multiplayer and skirmish games. Known simply as "the Pirates", their...
PIRATES MOD v0.1 DEscriptION This mod adds a third unique, playable race to Homeworld 2, known simply as the "Pirates", and implements...
DEscriptION The goal of this mod is to add a third playable ‘pirate’ race to Homeworld 2, as well as implement minor universal gameplay changes...
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you know the real pirates were not allies and there was a lot of them. blahablahblah
my idea is a new pirate race which is maade by fallen ships of hiaagaran, vaygr, bentusi, etc. but not stolen shps but destroyed ships like pirate fighter engine from vaygr asault craft and parts from hiaagaran fighter (guns, pilot place, etc.) mothership coud be from parts of carriers from the hiaagarran and vaygr race etc i can draw some pictures but 3D modeling is not for me better i like giving ships in the game and souch stuff... just ansawer to me yes or not if you say yes thats good but if you say no i'll understand you i know you have a lot of work so just ansawer
sorry for my bad english :D
Well, you can't mine it because it's an asteroid base. Meaning you must capture it in order to receive RU units from it. It makes it also more challenging playing against a human player, because they will try to capture the base too, destroy it or make it impossible or very hard for you to get it.
Mining base not minable??? Can infiltrate but can't dock harvesters. :(
Homer_Jr, read my pm.
~~~~
Jaimez Bling
hong_kong_man
OmegaElheats Entertainment, Ltd.
Owner
found a slight graphical bug on the multigun corvet the top 3 guns ends are covered
also i have had a idear for a super ship its a drednourt that when it is first built it has a small endgin and a few hull guns then you could referbish it with new guns and stuff
Yes, this mod is impressive. Good job *)
love the mod its awesome
artilery isnt meant to be powerful tangerine
thats why u use it destroy most or all of ur enemy before their in range
if ur enemies dumb enough to charge blindy into it they deserve to be blown to bits
Maybe you should think about makeing a Single Player for the Pirate Race
When I play either as Hiigaran or Vagyr my BC's ion cannon/trinity cannon seem to miss the Pirate's capital ships 90% of the time. I have no problem killing frigate or destroyer size Pirates ship but their BC's and production ships are giving me a hard time. I had to hyperspace in to kill them at point blank just to make sure i don't miss.
The artillery frigate's splash damage is too much. Their bombers can just swoop in and kill my cap ships unimpeded while my own strike fighters defending them just gets wipe out. I would suggest that you make the Pirates strike fighters vulnerable to their own splash damage to balance things out.
One last thing. It would be awesome if you incorporate some modifications from the unofficial 1.2 patch/mod into this one. This mod and your's are my two favs.
I've experienced a few minor gameplay issues for the pirates. I really like this mod and would like play it with no problems at all.
• The pirate battlestation goes completely invisible except for the modules.
• I was able to load in excess of 10 small craft into the Strength of Libertatia, I didnt test the Hammer.
• In a game where I captured an enemy Higaryn Shipyard, I was not able to use its build capabilities at all, and was only useable for combat.
• This one is a bit of a request, the spawn locations of all the various craft, frigates etc seem to spawn a long distance away from their 'parent' ship. In the case of the Mining Refinery I have to go to the sensor view to locate it. Could the spawn/creation locations be set to a third to half the distance of what they currently are?
Other than those few glitches ive come across while playing the mod, I think its great.