The sound track addition is totally awesome. I just can't wait for the mod to be done.
I've haven't started cataloguing the comm chatter in Game Audio Player yet, but scanning through the clips that it can open successfully (which I'd estimate at about 60-70% of the audio that GAP identifies) then I'd say there's probably enough for each faction.LeHah said:Given the detailed "chatter" thats used in HW2 - do you think theres enough soundfiles to extract from WC4 to use in this mod? Especially given you're implementing how many races - 3? 4? Do you guys plan on making your own in addition to those extracted from WC4?
I'm fairly certain it will, but can't say for sure yet. I tried getting a multiplayer match running between the two PC's on my LAN at home a few weeks back and they were connecting fine, but just after both players warped in, the match would end with victory conditions being achieved by one player. I assume it's workable, but a few scripts need to be changed first.gevatter Lars said:Question...will this mod also work with multiplayer?
I don't know, I think it's pretty cool having the whole mod develop out of a single thread! Well, two actually when you count the Relic Forums thread too. More seriously though, it would probably be a good idea to branch off the feedback/bug reporting into specific threads when the first release is available.CataclysmX said:Maybe we can make an "Confed Alpha Bug" post when this release comes out?
Good, good. I do worry, however, that the "chatter" may not be specific enough, really. Theres really no coms I can think of that would go with, say, harvesters.BrynS said:I've haven't started cataloguing the comm chatter in Game Audio Player yet, but scanning through the clips that it can open successfully (which I'd estimate at about 60-70% of the audio that GAP identifies) then I'd say there's probably enough for each faction.
Several of the larger ships - destroyers, battlecruisers - repair themselves VERY slowly. Theres really no point in letting them, since you can send in two or three harvesters to repair a ship which takes a lot less time.AD said:Do ships repair themselms to a small degree over time? Is this possible in HW2?
I guess my point isnt that it should be the same color or effect look from WCP but rather that the sheild system is basicaly the same. In one case we see a greenish borken glass effect and In WC4 though we see a blue-white swirl-type effect. In both cases it's similar to what you would see on a fighter in-engine in wc4 except that it's more flat from being spread out on a larger surface. Are you planning on cheating the look in there without having a sheild system or are you dropping it all together?czacen said:what you described about the shields being a few feet off the surface of the ship and that how they follow the basic contours of the ship is exaclty what is meant by hull hugging shields in the hw2 engine. hull hugging does not mean the same exact mesh and body of the ship. the WCP shields are entirely different though and i didnt want to use it for reference since not only was the effect different but the graphics for it aswell.
Just to add to what czacen mentioned a few post back, we were focusing primarily on the WC4 shield references (which for the discussion in the Relic forums are described as "hull-hugging."), as it's obviously the current faction era of the mod, although the WCP references were also considered.AD said:I had a few issues I wanted to address here regarding sheilds and what was discussed in the Relic forum. I know that sheilds on capships aren't being implemented...
Yeah, although unfortunately Aaron was having various problems with different shield implementations. The current HW2 blue "plasma burst" effect that's been in the mod since the first update and which is ably complemented by the WC shield impact sound fx does a decent job ingame of somewhat making up for the lack of shields. These bursts are generally very much localised (although directly to the hull) and are clearly attributable to individual fighter blasts; they're not just a random effect.AD said:...So having simpler shields isn't a problem. But having localized weapon hit effects might be more complicated.
No, I think the issue here (as it cropped up in the Relic forums) was with a discussion about the implementation of CSMs (which as far I recall don't bypass shields, but try to overwhelm them) and what damage modifiers they would need in HW2 to work. In the earlier test versions, torpedoes were setup to reflect realistic damage as per WC and were just waiting for the shield system to be integrated. As Aaron mentioned here, torpedos were like glorified dumbfires until recently because capship hull values were increased considerably to the their combined hull and shield value.AD said:Regarding torpedoes, was there an issue there as well? I don't remember who was talking about them hitting the sheilds and the hull, but Of course I'm sure you guys (Bryn, Ton, and Czacen) are aware that they don't touch the sheilds at all (they scan them resulting in the long lock time) and pass right through hitting the hull.
Yeah, another effect for weapons impacting once the capship has reached it's hull value could be a possibility. At the moment during combat, depending on their condition, capships will start to show different levels of damage such as smoke billowing from damaged systems and fire in some areas. The latest update also appears to result in destroyed or scuttled capships leaving a permanent debris field in their stead.AD said:I'm sure a lot of stuff is being done to mitigate the lack of physical sheilds for balancing and maybe it's simpler to just include a sheild flare in the weapon hit-effect for guns when they hit capships. It might be possible to have a different effect without the "sheild flare" for when the hit-points get below a certain level.
In the previous testing version they were slowly auto-repairing and that may still be the case in the latest update -- I'll have to check that out. Confed now have a Repair research upgrade in the latest update, but I've been focusing on the UBW videos lately and haven't thoroughly tested the repair implementation out yet. I suggested to Aaron that capships should only be repaired in drydocks, while fighters/bombers could only be repaired on carriers, HQ or space stations, although the implementation may change for balance/gameplay reasons.AD said:Another question: We do see auto-repair systems in WC. Do ships repair themselms to a small degree over time? Is this possible in HW2?
Thats a really good idea. The UBW would be known for being able to patch things on the fly, so emphasizing that would definitely not only work as a good modifier but also keep with the WC4 universe.BrynS said:It might be neat to give the Border Worlds an advantage in ship repair, e.g. all their ships could perhaps be repaired in "the field" or give them a repair speed advantage to reflect their pioneering/make-do existance?
Hmmm, that is interesting. It might also work to the UBW advantage if both the assault shuttle and MIPs were used. Could it be possible to decide what Kind of action would be taken allong with a variable for success? For example, firing a few MIPs would hardly be effective in taking over a Concordia class ship though it could certainly be effective for sabotage. Yet a few marines probably wouldnt have to hard a time comandeering a transport. Would it be possible to use the MIPs to steal techs from a more advanced enemy or even fighter designs if launched at the right kind of instalation?LeHah said:Another stupid thought - have you guys talked about using UBW MIPs/Spam Cans? They might make for an interesting alternative to the Marine Frigate.