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

no ppl. pls dont send me already textured or finished models, even if they are for reference. i have plenty of images of the ships and Bryn is my number one source for any kind of ingame reference. i would not like to use, or reference any other models on the net. for the most part i find a lot of them inaccurate to a great deal and lacking in detail too. thanks for the offer gevatter lars, but its just better this way. plus i dont use max so 3ds is kind of redundant for me. thanks again though.
 
Crazy J said:
Light carrier, escort carrier... there really isn't all that much difference. That Victory's a little larger and a little tougher, that's about it. Probably carries a few more fighters too.

No, in Wing Commander there is a difference. This isn't about simple word choice. Escort carriers may be light carriers, but all light carriers are not escort carriers. The term 'escort' in Wing Commander specifically applies to a new generation of highly mobile carriers that began coming online in the late 2660s. The Victory is not an escort carrier.
 
If you're trying to exaggerate the weapons fire you might try slowing the bolts down a hair... one of the things I noted about the WC3/4 engine is that the gunfire always seemed to be moving very slowly in relation to it's size, but that eventually gave the impression of a "stream" of fire pouring off of capital ships which would be great to see.
 
No, in Wing Commander there is a difference. This isn't about simple word choice. Escort carriers may be light carriers, but all light carriers are not escort carriers. The term 'escort' in Wing Commander specifically applies to a new generation of highly mobile carriers that began coming online in the late 2660s. The Victory is not an escort carrier.

Even more generally than that, 'escort' brings to mind the Tarawa-style CVEs from the Wing Commander novels... which the Victory isn't. People get them confused on occasion, which is why I corrected LeHah.
 
ChrisReid said:
Escort carriers may be light carriers, but all light carriers are not escort carriers.

For some reason, I thought it was the other way around but I don't know why.
 
does anyone know where i can find any pics of a jump buoy? Bryn is away for the weekend till tuesday and i forgot to ask him before he left.
thanks in advance.
 
BrynS said:
Thanks, that would be great. :)


I finally got my email back up after my reinstall, so I'm attempting to send it to you now. It'll be interesting to see if hotmail can recieve a 28MB attachment. If not, do you have another address I can send it to?

Still have one more harddisk to sort out before I can claim I'm fully up and running again. Seems the external box I bought for it isn't compatible with my motherboard, oddly enough since I already have one of the same model working and connected.

Oh well, I'm looking forward to getting this done so I can test out the latest iteration of the mod. I haven't had the HQ ingame myself yet. Once I do get it ingame, expect an ingame video or two from me too. My dual-core machine should be more than capable of capturing the gameplay to video at max settings.
 
Bandit LOAF said:
Even more generally than that, 'escort' brings to mind the Tarawa-style CVEs from the Wing Commander novels... which the Victory isn't. People get them confused on occasion, which is why I corrected LeHah.

Remember that WC is VERY evokative of WWII!

In WWII, for reference, the USN had the following:

CVs (battlecruiser converts, early pure CVs, fast attack eg Essex) - HUGE ships with 65-90 planes on board
CVLs (converted cruisers or specific designs) - medium sized support carriers with 40-50 planes on board
CVEs (converted merchantmen or specific designs?) - Small slow carriers with 20-30 planes on board primarily used for convoy defense

The IJN had two additional types of carriers:
Chitose style "carriers" that were really seaplane tenders (20 planes) and
Shinano-class that was converted from a Yamato hull after the disastrous Midway campaign...


in this conversion from "then" to "future" you can make the following moves:


The TCS Concordia is the equivalent of a Shinano converted dreadnought. Equipped with over 100 planes and heavily armored. Concordia would be the equivalent of the Shinano with a couple of 18-inch gun batteries still equipped and numerous 8-inch batteries for smaller engagements.

Bengal Class and Trafalgar Class would be CVA types...combining ~100 fighters with heavier weapons and armor belts to handle operating on the front or behind enemy lines. Extensive energy weapons, heavy armor, and significant combat ability.

Concordia Class Fleet Carriers...with heavy armor/shielding and ~100 craft embarked, not set up for close action or unsupported work behind enemy lines. These are your workhorses for holding the front lines and making limited incursions into enemy space.

Ranger-class Light Carriers - OLD carriers updated with modern shields and C&C equipment. Embark 40-50 craft..used for stopgap duty and behind-the-lines reserve duty

Tarawa-class Escort cariers - new converted merchantmen with compromised designs and ~40 craft embarked.

Eagle-Class Escort Carriers - new CVE design - unknown, but we can presume ~40 craft and decent equipment.

I'm sure I've made some "canon-mistakes" here, but that's the gist! I'm sure the long-timers can correct those mistakes...Loaf and crew, have at it!
 
I just saw the video last night.. WOW! That was AWESOME!! Great job on the mod, that's extremely impressive and it looks like a lot of fun! Can't wait to play it!
 
hi everyone sorry for the silence. just waiting for the jump buoy to be done before posting more updates. i am going on vacation for a few days and will be away from a computer for a while. no mod work will be possible but i will try to check in on the forums as much as i can. expect heavy updates when i return since some ships have been added to the engine but no pics have been made as yet.
thanks to all, have a good weekend everybody. :)
 
czacen said:
hi everyone sorry for the silence. just waiting for the jump buoy to be done before posting more updates. i am going on vacation for a few days and will be away from a computer for a while. no mod work will be possible but i will try to check in on the forums as much as i can. expect heavy updates when i return since some ships have been added to the engine but no pics have been made as yet.
thanks to all, have a good weekend everybody. :)
Have fun on your vacation and don't forget Prophecy Advance! :)
 
Bleh, you're just rubbing it in that I don't own an Advance. :p

Oh well, I can always load it up on the pc. Now where did I leave that 3dfx emulator...

*scurries off to scrounge one off the net*
 
Thanks for uploading the Legacy Map Pack, TonViper. :) From the few that I've tried so far, there seems to be quite a bit of variation to keep things interesting -- unfortunately all of the maps I've tried are very laggy on my system (dropping down detail and resolution doesn't improve this) and was conflicting with the WC icons from the Beta, so I've reverted to the standard set for testing.

I look forward to seeing your gameplay video! :D

Cheers,


Bryn
 
Yeah, the performance problem stems from an obscene amount of asteroids in the maps, so they'll lag on most computers. Also, the HW2 collectors' AI seems to have trouble harvesting them properly because they retain their low individual resource value from HW1, causing them to return to the controller as soon as a single asteroid is depleted, even if they could happen to fit several into their hold. There are certain favorites of mine in there though, which get around those problems, so just keep trying until you find one that runs fine on your system.

As for the video, I'm getting a new videocard tomorrow, and I have the week off, so I'll probably get around to it some time during next week.
 
czacen, look for the Point Defense Mod v6. There is a lot of files for each ship and weaponry there. You can select targets for each weaponry : For example, some kind of 45mm can only shoot at missiles, others at fighters and missiles, etc, etc. Download these old files to analyse their way of programming things, and you'll be able to have AMG turrets with only anti-ship capability, or turrets which fire only at fighters and missiles. I managed myself to add new anti-fighter//missile turrets on Hiigaran ships, which couldn't attack other targets than those specified.

I prefer this version of PDS for this possibility : You can modify everything of the mod, from the names of the ships to their hardpoints, and ranges of weaponry.
 
I'd like to say again that this mod looks amazing and I would even love to play it as is. I also thought I'd post some of my reactions to watching the movie. I was VERY impressed by the ships, how they looked, and how they moved. Even if the slower speed of the capships doesn't fit the stats, the speed they were going looked similar to wing commander- also, hopefully the fighters move with relative speed: a 400kps ship moves at 4/5ths the speed of a 500kps ship, etc.

I was really excited when I saw a fighter shoot at another for the first time, and heard it making the same sound it makes in the game. The fighters did seem to blow up alot faster than they did in the games- particularly the nightmare difficulty level which I hope will be the guideline. I would've liked to see the fighters last for more than one or two laser shots- I was just playing WC3 and would have to put almost a half dozen shots from my Excalibur into an enemy to get an enemy to explode. I was hoping to see more dogfighting, rather than one pass and the other squadron goes up in flames: there's a mod that adds fighter tactics, I think it's called 'dynamic fighters' or something like that, but I'm not sure how good the mod is, I've just read about it but haven't played it. Also, the opposite is true for capships: I didn't get a WC feel from watching those battles since they seemed to take much more damage than in the games. It would only take a couple longbow squadrons to take down the BWS Intrepid, but the video looked like there was an entire fleet of fighters circling it uncontested, and they still weren't able to blow it up without bringing a capship in, and even then, it took awhile. Also, I missed the long, slow streams of yellow laser fire that came out of the capships main weapons. I really liked how you were able to incorperate WC4 music and hope to have that in the game. Keep up the good work czacen!
 
Mjr. Whoopass said:
particularly the nightmare difficulty level which I hope will be the guideline.

Nightmare was AFAIK meant to be an extra challenging difficulty for experienced pilot's, just as rookie was a difficulty that allowed those with rather poor abilities to play throught the game. Basing stats on "modified" difficulty doesn't seem like such a good idea.

What, do you want a mod where the enemy's counterpart to the players ship will always have higher stats, because that was how they made an option to make the *space sim* challenging to the more skilled players?
 
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