Hello all. Work with Homeworld2: EVOLUTION continued with slowly but surely. It all lasts about 8 years, a crazy period for any mod. Why so long? because I do it all alone and because, when I started to do it (8 years ago), I was a complete noob in the any modding. Also, I don't always have time to do this work. The main work takes time and effort. The error, which is leading to the destruction of the game, was neutralized. Now the Progenitor has received a personal voice. Now I'm working with the interface for all races and the detailed development of the race of the progenitor. The main ideas that I wanted to create in the Homeworld2 EVOLUTION, was already implemented. Now I need to polish my mod. Still need help scripters, any attempt of assistance would be greatly appreciated. Good Luck to everyone!

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Raygoza
Raygoza

The Simplex mod is making a wreck system, I think it's a good idea to be able to savage some resources from wrecks maybe even retire them somehow.

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siliconworm
siliconworm

It's already done: Moddb.com

My original idea was, the player should be able to capture the hulk and repair it (all the hulks in my mod are spawned with random health). When the hulk is completely repaired, the original ship will be restored, and perhaps the player can also gain some technology from that hulk.

But regarding the fierce firepower in my mod, I really doubt the feasibility of such salvage and repair action in the frontline for any human or even CPU player... I just felt it would be just too trivial to have any significant addition to the gameplay value (there're also plenty of ways to earn RUs in my mod, so salvaging the hulk for RUs would also be somewhat redundant). So I didn't implement it and i just left the hulks to be hulks. When there are too many hulks in the map, they'll start to take gradual damage and will eventually be destroyed.

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