WC4 Mod For Homeworld 2 In The Works (June 5, 2006)

This is looking sweet czacen. So sweet I can almost taste the blazing death known as tachyon cannons from the Excalibur. If you're need in help for art or graphics for this mod, let me know and I'll see what I can do.
 
thanks for the link Dumpshock. that thread made for some interesting reading. i have incorporated it. actually it was already present in HW2 i just needed to activate it and fiddle with a few values here and there. the fighters and bombers are now a bit more individualistic but more or less still fight as a wing. from what ive understood on the relic thread, its not possible to tell individual fighters in a wing to attack separate targets. the relic admin claims that this feature is already enabled but doesnt look like its happening due to all fighters on a wing picking the same target at the same time. doesnt make too much sense. but the fighter combat is looking better - thats for sure! also i managed to set attack priorities. Ton_Viper you remember how you wanted the longbows to attack caps first and fighters second, or arrows to go for bombers first and caps last? well i finally figured it out and its now incorporated :)
 
That's good news. Sorry I've been out of touch lately. I haven't found any time for HW2 modding at all lately, and it looks like it might be a few weeks before I have any time again. One of my colleagues at work got sick, so I'm subbing for him.
 
czacen - two questions

One, I know you haven't listed the Vesuvius as a Confederation unit, but prehaps you can offset the disadvantage the BL would have with this solution. Give the Confeds the Vesuvius. Give the BL a heavy cruiser variant. Give the BW access to another type of carrier.

Two, and Vesuvius screenshots? :)
 
i havent begun work on the vesuvius. its a BL ship in game so it gets done with BL ships. probably one of the last ships im going to tackle. confed is strong enough without the vesuvius, honestly, Bryn and Ton_viper can vouch for this.
 
hi - when it will come for download? :)

confed are finished? borderworlds.... black lance....

are there any ideas for any race - kilrathi, alien race from wc5....

regards
 
PANI said:
hi - when it will come for download? :)

confed are finished? borderworlds.... black lance....

are there any ideas for any race - kilrathi, alien race from wc5....

regards
1. When it's done. :p
2. If czacen is going to include any new races (unlikely) then that'll be after he finishes the current ones.
 
ok ppl. final judgement today on the practicality of shield subsystems. and unfortunately i have bad news for the moment. i have decided to scrap shields in the MOD (at least the current version). ships hp will be accordingly adjusted to suit WC realism but shields will not be in. reasons are as follows:

1) Lag. yes HW2 lags with large fleets and shields on each ship.
2) Inconsistency in performance. shields work wonderfully on the tallahassee and frigates but end up disabling the function of weapons on concordias and destroyers.
3) Issues with large ships, such as the starbases, docks, etc.

so for now the focus of my attention will return to the balancing and final tweaking of confed so that something playable may be handed over to the community to enjoy fairly soon. :)
 








mining transports. ok everybody if all goes smooth. i think i can have an alpha release of confed by next weekend. i just need to get Bryn and Ton to test the latest round of ship tweaks and balance. Bryn ill respond to your e-mail soon. ill send you the latest ship pack at the same time.
 
Will you replace the mining probes with the ones from the Prophecy intro, or will they stay the way they are?
 
resource collectors will be replaced at a later date, but not with the WCP drone. there are some drones shown working on the vesuvius scafolding in some of bryn's screenshot captures. i will build them later, since i will need to sketch and figure out the design properly.
 
Great! Do you by any chance have one of those captures handy... I would love to see them. I've only played the CD version of WC4, so I missed out on some of the small details.:)
 
The new mining transports look great! :D

Dyret said:
Great! Do you by any chance have one of those captures handy... I would love to see them. I've only played the CD version of WC4, so I missed out on some of the small details.
I've attached two relevant shots of the drones from the WC4 DVD cinematic pack (16.21MB) I compiled. I have various other smaller collections of reference images, but apart from the shield pack, I haven't uploaded these yet, although I will create a combined reference pack of all the images used once the mod is finished, which anyone will be free to use.

Apologies for the lack of video updates from me lately -- I've been working on a video tribute using the mod with a slight twist for the CIC's 8th Birthday, which I was hoping to have ready in time for the party, but it's taking longer than anticipated. I'll post the link here and in the Relic Forums thread as soon as it's ready.

Cheers,


Bryn
 

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The gameplay video looks and sounds great.

Is there a way to tweak the AI to increase the number of shots fired during each pass? It appears that the fighters only shoot two or three times each before turning around and flying another pass at the enemy.
 
czacen said:
i havent begun work on the vesuvius. its a BL ship in game so it gets done with BL ships. probably one of the last ships im going to tackle. confed is strong enough without the vesuvius, honestly, Bryn and Ton_viper can vouch for this.
Yeah, as czacen said, the Vesuvius hasn't been modeled yet and will probably be one of the last to be done. Although I've only been able to test the Confed units against a partial UBW inventory, Confed is able to field a formidable range of units at every phase of the game and once all the factions are complete, the intention is to balance them fairly so that each disparate faction is capable of defeating each other with sufficient strategy and tactics.


Mincemeat said:
The gameplay video looks and sounds great.

Is there a way to tweak the AI to increase the number of shots fired during each pass? It appears that the fighters only shoot two or three times each before turning around and flying another pass at the enemy.
Thanks. I think the weapons AI can be tweaked, but I'll ask Aaron. When two opposing fighter wings are closing to weapons range from opposite directions then they can only fire off a few salvos due to their current weapon range and high speed. However, you can see in the EP1 (Fighter Combat) video that when fighters are tracking an enemy that is retreating or travelling in the same direction, then they are able to fire off more salvos as they stay in range for a longer period of time. Appreciate the feedback and I'm fairly sure it's an attribute that can be tweaked, especially if there's still a feeling that it could be improved after the community has had a chance to play the first release.

Aaron has integrated the dynamic fighters mini-mod into the last testing update and I'm working on a video (EP2) to show that off, so the weapons AI may seem more realistic in that video -- let me know what you think when it's online. :) I'm sending Aaron a testing report later today and one of the things I've queried is increasing the missile launch range and AI for fighters and general weapons range for capships, amongst various other things.

Last week's been hectic, so the tribute video is delayed, but still in the pipeline. I' m spending some time later today and tomorrow on a new EP2 detailing the new fighter improvements and looking at how the starbase, drydock and jump bouy work -- I want to get this finished by the end of the weekend and will then switch back to the tribute. The bombing run EP is finished, but new torpedo AI has been integrated since then and I want to make some changes to it. EP3 (small-medium size combined fleet operation -- capship attack with fighter escort) will follow the tribute, then EP4 (large fleet slugfest!), and then EP5 (re-worked Longbow torpedo bombing run).

Also, if anyone happens to know of any HW2 maps that feature planets similar to those found in our Solar system, such as Saturn, Jupiter, Earth, etc, please let me know. I have the HW2 Legacy 2.0 map pack and the TFL V6 Pack & Extras, but have only briefly tested a few and then uninstalled them because they were conflicting with some of the scripts and icons, as well as being quite laggy. Jadeth and Shield have a large, Jupiter-like planet, but with different colour composition as well as an earth-like planet. Anyone know of any others?

Cheers,


Bryn
 
I'm pretty floored by this newest video. The shields look perfect and I was awed by the Hellcats being blown clear out of the sky by the BW capship. Jesus! Thats some big firepower! I can't wait to get my hands on this mod!

Any word on the dynamic music you mentioned before?
 
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