R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.

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Report RSS Explosion Damage
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mololu
mololu - - 1,484 comments

Lovely chain reaction :)

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ArielY
ArielY - - 2,332 comments

agree :)

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Pouk Author
Pouk - - 4,802 comments

Thanks

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Lei_Hng_Wei
Lei_Hng_Wei - - 114 comments

Chain reaction. The game the whole family can play. :)

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Pouk Author
Pouk - - 4,802 comments

Guys I'm starting to really love this explosion damage thing. So far I wanted to stay out of range of the enemy fire, now I may want to go right in the middle. The range element just went on a whole new level, someone will want to stay close, other will try to shoot from a distance, people with a different opinion will try to outmaneuver each other.

And even if not, it's a great feeling to make a one last desperate suicidal attack with your crippled Battlecruiser.

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56er
56er - - 1,253 comments

Yep it is :)
But it sucks that you lose all your fighters/corvettes if there target explodes...
I would also be cool if the ships were drifting/floating away if such an explosions hits them, breaking up formations, etc.

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Pouk Author
Pouk - - 4,802 comments

I'm trying to find a right range for damage of fighters to prevent mass destructions and still keep an efficient range for capital ships.

Shockwave effect, power pushing them away from the exploding ship, would really be a nice thing, but this is "just" a script giving you a certain amount of damage in a certain distance from the ship. It can't push ships, but maybe there is some way to do it.

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56er
56er - - 1,253 comments

I'm suggesting that instead of tweaking the damage, making the ships longer last, before they actually explode. Give them some cool "death" animations, let them break up in the middle, etc.

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mololu
mololu - - 1,484 comments

Sadly pushing does not work per script - at lest not in any way it would look good ingame. I ran across this issue yesterday :/

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Pouk Author
Pouk - - 4,802 comments

It's a shame but it's good to know that.
Maybe there could be some actual invisible weapon with a large push? I guess not.
But to me the way it is now is enough, it does the job.

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56er
56er - - 1,253 comments

AS long as you get some fine, long death animations of the ships, that wont just kill more than 1/2 of you fleet in an instant, like in complex or so, that would be cool :)

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Pouk Author
Pouk - - 4,802 comments

Ships have normal dying times, from a Shipyard with 8 seconds to the Carrier with 4. But you're talking about the small ships, like frigates, don't you.

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bringer_of_mods
bringer_of_mods - - 14 comments

very cool guys i give you all high prais !! :)

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Darth_Lazarus
Darth_Lazarus - - 102 comments

Pouk i love you ...
fantastic script! and nice video :)

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caspercool
caspercool - - 244 comments

Your BC goes... so does the rest of you'r fleet

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Pouk Author
Pouk - - 4,802 comments

At this moment the range is reduced, now it won't kill BC like that.

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HornetS
HornetS - - 553 comments

So now I can't put my frigates in a formation when there attacking?
I like this a lot! I never thought it was right that the RU colls repairing my destroyer should survive when it gets destroyed.

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Elite222
Elite222 - - 556 comments

OMG! We have Suicide Bombers again, Thank the Almighty Lord Pouk!

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Mars_3K
Mars_3K - - 729 comments

This is the one feature I always thought should have been included in the game out of the box.

Thankyou so much for making this a reality!

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Pouk Author
Pouk - - 4,802 comments

you're welcome.

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BurningSky93
BurningSky93 - - 122 comments

Great idea Pouk. Nice to see theres more than just extra ships on offer.

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Description

Another step closer to release, the Explosion Damage script by Dim@.
I finally had some time to tune the values and today it will be on all capital ships. (So really don't forget to bring your dying ships closer to the enemy and further from you.)
And of course, as everything in R.E.A.R.M., this thing can be turned off.

(Still in progress, the values may change.)