Yeah, I'm itching to get it out there for the community too -- I hope everyone will enjoy it as much as I've enjoyed putting it together!czacen said:hi Bryn, how goes the video captures? this may sound really stupid since i am the one person who has played this mod the most but im dying to see those videos just as much as everyone else! crazy WC fan at heart, i guess
It may be possible, but czacen will likely know for sure one way or the other.LeHah said:Just a passing thought - any way to edit the backgrounds in HW2?
BrynS said:"Gold Leader to squadron, showtime!"
BrynS said:It may be possible, but czacen will likely know for sure one way or the other.
I've attached a screenshot taken from the Karem Wreck map...
Capships moving that fast doesn't sound very fun. It's curious that the actual statistics result in that considering the capships in the WC games seem to slowly lumber along.. although I do remember a carrier 'turning on a dime' as I tried to launch my fighter and I had to turn hard to avoid hitting the side. Slowing the capships down sounds like an excellent change.czacen said:ok now mjr whoopass. im afraid whatever realism tradeoffs are being made they are being made mainly due to the game engine or gameplay.
1) first of all even though till now fighter maximum speed values match wc4 values i have doubts about using them. this is because in HW2 those values make ships fly so fast that they can fly from one side of a map to the other and back in less than a minute. similary cap ships seem to move so fast that they give you the feeling you're spinning a pen on the table. on average, the higher you go with speed values causes some undesireable effects in HW2 such, as badly behaving collision boxes. collision boxes (avoidance boxes of ships) is not a fixed mesh. it is (at all times) a calcualtion of the ships speed at that moment, heading and some internal equations developed by relic. this means fast moving ships and especially large ones like concordias and the tallahassee end up going mad when they need to fly in formation or take up a position near another capship. hence all capship speed and movement values pitch and yaw are reduced by me to suit HW2.
That sounds like the Wing Commander games. I remember thinking I was safe leaving my wingman and a capship vs. a flight of Vaktoths while I chased some corvettes, but I was sorely mistaken.czacen said:2) due to the absence of shielding in the HW2 engine (even though i have faked this on fighters) capships get massacred in combat.
The bottom line is that it has to be fun.. especially to you since you're the one with the modding skill and who's dedicating the time and effort into making the game. That does seem to fit what happened in the WC games: when capships entered firing range one would be destroyed in one or two salvos. I remember that happening in the escort capships mission in WC3 and in the Ella Starbase mission from WC4 if you let the capships get close enough to your carrier. They rarely would be in firing range though, and they would generally lumber around slowly enough for fighters to intercept.czacen said:i made their hull strength by accurately following the ships database here. so my concordia had 6000 core strength plus 1200 shields, so i made its HP 7200. similarly made the tallahassee and destroyers matching the specs of WC4. loaded up the game, jumped to enemy proximity (enemy was confed also with only capships in their fleet *identical to me*) the capships opended fire with their dual bore lasers (doing 25 damage each bore) so thats 50 damage and dual bore AMG doing 600 damage each turret and within a few salvos the entire fight was over. this was with almost 20 ships each. it was boring and pityful. so ship health is set by me in accordance with HW2 standards. now people with HW2 mod knowledge will tell me to set weapon damage power. for example i can set capship weapons so that the same laser turret can have full damage potential against fighter craft but reduced damage potential against capships. but people will say equally that AMG turrets are made for capship slugfests. so it means that a tallahassee with ~4000 hp takes ~2400 damage from one salvo of AMG turrets on an enemy tallahassee alone. 2 salvos and and a ship you waited 5 minutes to build and spent 10000 RU on is gone. its really depressing when you play this (yes even more so than a vagyr BC firing its front cannon at your hiigarian carrier) trust me.
Mjr. Whoopass said:Capships moving that fast doesn't sound very fun. It's curious that the actual statistics result in that considering the capships in the WC games seem to slowly lumber along.. although I do remember a carrier 'turning on a dime' as I tried to launch my fighter and I had to turn hard to avoid hitting the side. Slowing the capships down sounds like an excellent change.
That sounds like the Wing Commander games. I remember thinking I was safe leaving my wingman and a capship vs. a flight of Vaktoths while I chased some corvettes, but I was sorely mistaken.
The bottom line is that it has to be fun.. especially to you since you're the one with the modding skill and who's dedicating the time and effort into making the game. That does seem to fit what happened in the WC games: when capships entered firing range one would be destroyed in one or two salvos. I remember that happening in the escort capships mission in WC3 and in the Ella Starbase mission from WC4 if you let the capships get close enough to your carrier. They rarely would be in firing range though, and they would generally lumber around slowly enough for fighters to intercept.
I don't think you should tweak the capships to be stronger vs. fighters though. Having the capships weaker vs. fighters (equal to the WC stats) would allow for the kinds of 'send the bombers in first' style of fighting seen in the Wing Commander games. Having capships massacre the fighters would discourage this fighter centered combat and people would be more inclined to send fighters and capships in together which was fairly uncommon in WC games and books. Perhaps making the capships cheaper and quicker to build might be a solution?
BrynS said:I haven't looked into whether or not additional HW2 maps are available or have been created by the HW2 community