Deathsnake
Rear Admiral
That site used pics from here.
The Snakeir is Klav's model
The Snakeir is Klav's model
That would indeed be awesome. Thanks! Keep in mind, though, that there would still be some time before the Vesuvius and other BL/BW units get updated.Maybe help is soon there:
LC4Hunter from the HLP Forum made a Saga Style Vesuvius but the model is not done yet. He uses the Textures, and stuff from Scooby to match with Saga ones. Maybe we can help each other out to make also the Black Lance Transporter and Carrier Saga ready and in the same way - for your mod. Here is the pic: (size too small)
Also, penny for your thoughts, everyone, about how to buff the poor Border Worlders in the final version of the mod and make them a valid faction to play. I intend to add a menu option to force a game to take place in an era or another, though there would be one "free for all" with everyone authorized. Anyway, one of the ideas was to give Border Worlders access to some light Kilrathi units as Melek reluctantly sides with the Heart of the Tiger, so stuff like corvettes and frigates, but it would be hard picturing a "super-unit" like the other factions will receive. Maybe some bigger advantage in ressource or some non-conventional buffs, but I'm not sure what... oooooooh, just got an idea while writing this post: a sneak capture unit. A specially modified Avenger bomber with cloak and a capture function, or some way to neutralize defences remotely, like the vanilla game capture units neutralize weaponry on the target ship after some time...
Well, as long as we don't get sent the Marines from Wing Commander 4.123106, of course...Yeah, I think the way to think about this is the same as the game/book do. Take inspiration from the scrappy stuff we see in WC4: highly capable marine contingent, very good at scrapping together special weapons like the stormfire/coneburst, takes advantage of leech technology to steal things like the mace/bearcat, potentially has access to Dragons/flashpak, ships keep functioning long after a capship's bridge is destroyed or they otherwise sustain critical damage, potentially has access to local reinforcements/homeguard units, potentially able to make Confed people defect to their side, etc.
Well, there's a bit more to do yet. I still need to add icons for the two new ships and the turrets, to integrate the ships in the build and research list and to finish the Hvar'Kann, which only has the weapons properly defined (I need to set up its subsystems, engine positions and docking paths).Awesome!
I can't wait to jump into this!!!
There are pretty much two versions of the mod: the original one, available on the CIC, which you seem to already have, and the current one, which indeed needs Remastered. Depending on the kind of work that would be needed, I will try to see later on if I can make a HW2 Vanilla version of the mod with all the updates, but in any case, it is doubtful it would come before several months at least, as I would make the retro-conversion for the finished mod rather than for each sub-version.This looks really impressive! I'd dreamed of playing the Kilrathi against Confed when playing the Homeworld 2 mod years ago. Does your Mod require any game other than Homeworld 2? I saw it says "Homeworld Remastered" and it's generally called a Homeworld mod and not a Homeworld 2 mod, so I wasn't sure if I'd have to buy the "Homeworld Remastered" game or if I could go ahead and download it, then play with the Homeworld 2 game I own.