Advanced mod: Revived is a Home World 2 modification that specializes in taking the 2 existing races and expanding upon them. The idea, is to add in multiple different new ships, re-arm every ship in the game, and specialize each ship with a blended, but still clear role. By giving the player more options, and doing it in a professionalized manner the mod "advances" the gameplay of Homeworld 2 into something different, something more fun, and yet still tactically fulfilling.

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Report RSS Hiigaran BC Missile module redux (view original)
Hiigaran BC Missile module redux
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Dino_Zavarski
Dino_Zavarski - - 27 comments

Great! I'll definitely steal it and use as alternative upgrade to the p2v bow mounted energy cannon. O:-)

BTW: When you look the higaran battlecruiser from the bottom you'll see two white squares on the sides (just in front of the hangar). Each of them fits nicely one dual angle launcher (4 of them are used on the new cruiser from complex-e). They are a bit small for torpedoes, but great for some kind of heavy missile ports.

If you are interested i can send you modified hgn_battlecruiser (no open/close animation right now, maded crshes in wine and i don't have cpu with virtualization to install windows).

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Dondelium Author
Dondelium - - 158 comments

Lol, I was gonna jack the PTV Energy Cannons for Long range siege cannons. Also thinking of adding a Ion cannon version.

The missile points your talking about... lol I found those a long time ago, they may have got that idea from me. Also the cluster missile model is a little smaller than a regular torpedo, and that fits perfectly. ;)

I saw that Complex:E has a cruiser with opening missile tubes, which are awesome. I may or may not use them. Lots of editing to make that happen, and this mod needs a make over as is.

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Dino_Zavarski
Dino_Zavarski - - 27 comments

My battlecruiser side ports use bomblets. I really liked Higaran bomblets from Complex and adopted them as light torpedo alternative for Higarans (no high-end missiles like the two-stage fussion, anti-strikecraft long range cluster and mortar for them).

For me Vgyr use TFS LRCM (6 subs, 11+2km), medium and short range conclusion vs strikecraft (LRCM also vs nukes in moded Complex), Two-stage Fussion (8+5 km), Fussion, mines and cluster mines vs capital. Higarans used only torpedoes, mines and short range missiles, but Cluster torpedoes are too slow for long-range anti-strikecraft. I immediately adopted bomblets as light mid/long-range anti-ship warhead and created mid/long-range anti-strikecraft version that launches single anti-fighter submunition on 2100m from the target (tried 1800 first, but they had nearly 100% hit rate). 4 small bomblets that launch 4 submunitions look much more logical than the TFS Higaran LRCT, that has to be made like missile to work.

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Dondelium Author
Dondelium - - 158 comments

lol, while I have redone the missiles in the mod to make them fit there firing platforms a bit better. I haven't really gone so far as to make stuff so different between each faction. I generally try to stay one way more than the other, but if something will work out somewhere better than the other choices, I just tend to make it happen.

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Description

Because I hated the old additional torpedo module so much, I redesigned it. This weapon system now fits beautifully onto the BC instead of standing out like a sore thumb, and no longer blocks 2 turrets from firing. I do plan to do more with this design philosophy, and intend to do the Vaygr BC as well.