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

czacen,

I'd leave the Kilrathi out of the multiplayer and skirmish. I think it would be better if they were completed, but saved for the scripted, single player missions. There were many units in HW and HW2 that appeared in the campaign but not skirmish/multiplayer. And I think it would work out better of they were kept around for that purpose only.
 
czacen said:
as of last night all fighters have full WC sound, and weapon fx and weapon sound fx.

You're my new friend. Any chance we can get videos of this?
 
leHah i tried making a video using camtasia but it slowed the gameplay so much that it looked like an image slideshow. is there some other way of recording this?

btw can anyone link me to some more wc audio files. need inflight dialog, such as 'break and attack' and other battle chatter from both fighters and capships. also noticed some sounds are missing from the audio pack Byrns posted. sounds like capship turretfire and cloaking on sounds are missing anyone know where i can get a hold of these or can anyone post them up here, that would be much appreciated.

thanks
- aaron
 
czacen said:
leHah i tried making a video using camtasia but it slowed the gameplay so much that it looked like an image slideshow. is there some other way of recording this?

I don't know of any recording programs for HW2, but I'll look around if it helps you out.
 
thanks magnum, fraps works much better, except for the 30 second limit in the free version. i have made a video, the quality isnt very high and its a bit choppy with the editing but its a preview of the gameplay. sorry for the battle being so cluttered. its a save game scenario i use to do all my testing so i just loaded it up and asked everyone to go beserk! :) now i just need somewhere or someone to host it. can anybody host it here? its a 2.7mb rar file (3mb unrared). the video is in RM format.
 
You can send it to us to post, or just ChrisReid@ since it's a file. I haven't used fraps, but are there other formats available? RM is somewhat less common these days. Is there some sort of avi format the program will record in instead?
 
oh the program recorded it in avi. i then edited it and rendered out from after effects in RM format because thats the smallest i could make it. i dont have a very good net connection. it takes almost 30mins to download 5mb. so i wanted the file small enough for me to upload without spending the entire day. should i mail it to you chris?
 
It's a pity you had to choose the rm format. It's a bitch to get that working without using the POS software that is RealMedia. :(

Oh well, I just hope that the Real Alternative codec can handle the task, so I can witness your work in all its real-time glory. :D
 
czacen said:
it takes almost 30mins to download 5mb. so i wanted the file small enough for me to upload without spending the entire day.

May I be the one to ask how you plan on uploading the mod once it's finished? :(
 
LeHah, well that will be from a broadband net cafe, or my friends place since he has a pretty good ADSL line. and TonViper, yeah real alternative works perfect with the video, dont worry i use that myself.
 
chris i mailed you some footage. i have made a second, more impressive clip (in my opinion) but will only upload it tomorrow since the file size is bigger an i need to do it from outside.
 
I may have already offered, but once the mod is finished, I will gladly host a mirror. I have 250GB of bandwidth and a site with 70K of content still. Too lazy to do my own site!
 
might take you up on that offer NuAngel. thanks. :)

also i have recieved some serious feedback about how and what the flashpack should behave like in the mod. the link to this is below. i'd like to know if people feel the same way as the person registered there as dacis2, or just generally what they think about the topic. i realise the flashpack is still some ways away from being in game but it would be nice to know ahead of time. i have replied to him on the next page of the forum thread, if people are interested in my responce.

thanks, aaron

http://forums.relicnews.com/showthread.php?t=95176&page=6&pp=15
 
I like the idea of it being a special ability like the scout sensor ping. This means that you pay a certain amount of RU each time you want to use it. If priced right, you can prevent it from being used all too often, but can still be a viable to option to take out a capship, which would do too much damage to you if you had to take it out conventionally.

I.e. do I use these 3000 RU (random price) to take out a single capship, or do I use them to build the Vesuvius instead, which would be a more longterm solution to the capship problem. It adds a level of tactics to the game.
 
ok i guess this is due. many questions will be answered. Mjr. whoopass i thankyou for your patience. here is the confed ship list and ship role. i will post BW and BL over the course of the next few hrs.

Race: Confederation

Fighters:

Arrow – Strong vs Bombers. Aim is for these to be light scout and quick intercept. Cheap and quick to build. Buildable without any tech research.

Hellcat – Strong vs Medium/Light fighters. Mainstay fighters for space supremacy during the beginning of the game. Available without any tech research.

Excalibur – Strong vs Most fighter craft and light capships. The ultimate fighter for confed and perhaps the only one available to challenge the dragon. 1 tech research (Excalibur deployment) and 2 upgrades (Excalibur cloaking and Excalibur jump drives). Excellent for long range scout, intercept, space supremacy and hit and run.

Thunderbolt – Strong vs Heavy fighters, bombers and light capships. Lasting firepower, the thunderbolt serves as the heavy hitting backup to the lighter space supremacy fighters on the field such as the hellcat. Available early but only buildable on carriers, not cruisers.

Longbow – Strong vs Capships/motherships. Torpedo delivery at the expense of everything else. It has little protection from fighters and can battle ships with equally low mobility, but will almost always require escort of light or medium fighters to be effective. 1 research required (heavy fighter support) and 1 upgrade (increased torpedo strength). Not buildable on cruisers.

Frigates:

Scout Transport – Strong vs none. cheap recon ship. Most often to serve as fighter bait, luring the light ships in so that an ambush can be made on the heavier ships in the enemy fleet. No research required.

Caernaven – Strong vs Frigate class. The comfort of probing the enemy from your own home. This ship has improved weaponry from the scout transport, but can still be ripped apart by heavy fighters/bombers. Will allow increased sensor range for all neighboring ships and have the sensor ping ability which enables detection of all enemy fleet movements without moving into striking range. 1 tech research required (caernaven chassis) 2 upgrades (increased sensor range and sensor ping ability)

Capships:

Concordia – Strong vs Carrier and Light/Medium Fighters. Fleet deployment at its finest. Capable of carrying a large array of fighters and also has the ability to deploy marine troops and small utility stations such as turret stations and jump buoys. 3 tech upgrades (increased hull strength, increased speed and jump drives). 2 subsytems (bridge and engine)

Tallahasse – Strong vs All capships/mothership and light fighter craft. A pure capship smasher with high tactical value. Cruiser class has the ability to build light fighters (arrow, hellcat), excalibur, marine troops, jump buoys. Slower than any other capships in the fleet and with relatively less hull strength than the Concordia. However its firepower is unmatched. 1 tech research (Tallahassee chassis) 4 upgrades (increased hull strength, increased speed, jump drives, and light fighter support *required to build fighters on the Tallahassee*). 2 subsytems (bridge and engine control)

Destroyer – Strong vs Capships/light fighters. Excellent firepower for its size and speed, the destroyer will be the first line of heavy fire against fighters and capships alike, on any battlefield. Much cheaper and faster to build than the Tallahassee but lacks the tactical advantage of a functioning fighter bay. Carries capship missiles for that extra battle punch. 1 tech research (destroyer chassis) 3 upgrades (increased hull strength, increased speed and jump drives). 1 subsytem (ship control centre)

Utility/Platform:

Mining Transport – Strong vs none. Mining control and operations. Has very light defense against fighters. Generally needs to be kept behind well guarded areas or in reach of quick support from stronger capships/fighters. Docking ship for mining drones. Buildable only at confed HQ/Shipyard. No research required.


Marine Shuttle – Strong vs none. Special unit for capturing enemy ships. No self defence against fighters/capships. This is offset by its speed and mobility. 1 tech research required (marine boarding troops)

Turret Station – Strong vs light fighters. Ideal for catching that nosy enemy scout wing off guard. These cheap and powerful anti-fighter stations will eat through light/medium fighters provided there are no capships nearby. One shot move (like HW2 turrets). Buildable only at confed HQ/Shipyard and on concordias. No research required.

Jump Buoy – Strong vs none. Jump gates that connect fleets and facilitate quick transport of battleships. Ships can only use jump buoys once they have researched each ship type’s specific jump drive system. Excaliburs are the only fighters that can use jump gates. These are capture able allowing enemies to use your gates to jump their ships into your space and vise versa.

Mining Drone – Strong vs asteroids with RU on them. Just your average everyday mining drone. For the time being this will be the default mining drone that is in HW2 on the side of Hiigarians.
 
Race: Border Worlds Union

Fighters:

Arrow – Strong vs Bombers. light scout and quick intercept. Cheaper and faster than the confed equivalent but with less firepower. Buildable without any tech research.

Banshee – Strong vs Medium/Light fighters. Mainstay fighters for space supremacy during the beginning of the game. Faster than hellcats with matching firepower and similar effectiveness. Available without any tech research.

Vindicator – Strong vs Light/Medium/Heavy fighters and bombers. Meant to be a ‘hold the line craft’ in large combat situations. Truly a multi role craft with fairly good hull strength and weapons. Available without any tech research.

Avenger – Strong vs Capships/motherships. Torpedo delivery platform like the longbow but still maintains a better track record against heavy fighters and bombers in dog fighting combat. Squadron is double the size of a longbow wing hence more devastating effect against capships. 1 research required (heavy fighter support) and 1 upgrade (increased torpedo strength). Not buildable on cruisers.

Frigates:

Scout Transport – Strong vs none. cheap recon ship. Most often to serve as fighter bait, luring the light ships in so that an ambush can be made on the heavier ships in the enemy fleet. Cheaper and faster than the confed equivalent but less hull strength. No research required.

Caernaven – Strong vs Frigate class. The caernaven of the border world’s fleet lacks the long range tech of its confed equivalent. It has partially better firepower and still maintains a large sensor range boost to nearby ships. Faster and cheaper but less hull strength. 1 tech research required (caernaven chassis) 1 upgrade (increased sensor range)

Capships:

Durango – Strong vs Carrier and Light/Medium Fighters. Mass deployment at its cheapest. Capable of carrying ~40 fighters/bombers and also has the ability to deploy marine troops, elite marine troops and small utility stations such as turret stations, radar arrays and jump buoys. 1 tech upgrade (jump drives). 3 subsytems (bridge, engine1 and engine2)

Tallahasse – Strong vs All capships/mothership and light fighter craft. The only ship capable of barely holding against the confed tallahassee. Cruiser class has the ability to build light fighters (arrow, banshee), vindicator, marine troops, elite marine troops and jump buoys. faster than the confed tallahassee and with relatively less hull strength and slightly less firepower. The BW Tallahassee will feature a different ship engagement method and capship missile payload for greater range combat than the confed version. 1 tech research (Tallahassee chassis) 2 upgrades (jump drives, and light fighter support *required to build fighters on the Tallahassee*). 2 subsytems (bridge and engine control)

Destroyer – Strong vs Capships/light fighters. Excellent firepower for its size and speed, the destroyer will be almost identical in all aspects to the confed version except for one large tactical advantage. The BW version sacrifices its capship missile payload in return for the use of its rear hangar to deploy marine shuttles and elite marine shuttles. 1 tech research (destroyer chassis) 1 upgrade (jump drives). 1 subsytem (ship control centre)

Utility/Platform:

Mining Transport – Strong vs none. Mining control and operations. Has very light defense against fighters. Generally needs to be kept behind well guarded areas or in reach of quick support from stronger capships/fighters. Docking ship for mining drones. Buildable only at BW mothership/Shipyard. No research required.

Marine Shuttle – Strong vs none. Special unit for capturing enemy ships but much slower than the confed marine crews. No self defence against fighters/capships. This is offset by its speed and mobility. 1 tech research required (marine boarding troops)

Elite Marine Shuttle – Strong vs none. Ultra marine boarding unit, will capture any ship in half the time of a normal confed marine boarding unit. Has 2 light turrets for defence against fighters. With high speed and mobility this ship will play a great role for the BW side. 2 tech research required (marine boarding troops, elite marine boarding troops)

A-F Turret Station – Strong vs light fighters. Ideal for catching that nosy enemy scout wing off guard. These cheap and powerful anti-fighter stations will eat through light/medium fighters provided there are no capships nearby. One shot move (like HW2 turrets). Buildable only at Mothership/Shipyard and on durangos. No research required.

A-C Turret Station – Strong vs light Capships. Ideal for chewing into those early strike ships such as frigate class. Coupled with their AF equivalents these stations can be a very effective defense against early attacks and first waves of large fleets. One shot move (like HW2 turrets). Buildable only at Mothership/Shipyard and on durangos. 1 tech research required (turret platform conversion)

Radar Array – Strong vs none. To compensate for the deficiency of BW caernaven class ships, these stations serve for long range fleet detection. Will allow increased sensor range for all neighboring ships and have the sensor ping ability which enables detection of all enemy fleet movements without moving into striking range. One shot move (like HW2 turrets). Buildable only at Mothership/Shipyard and on durangos. 1 tech research required (sensor ping technology).


Jump Buoy – Strong vs none. Jump gates that connect fleets and facilitate quick transport of battleships. Ships can only use jump buoys once they have researched each ship type’s specific jump drive system. These are capture able allowing enemies to use your gates to jump their ships into your space and vise versa.

Mining Drone – Strong vs asteroids with RU on them. Just your average everyday mining drone. For the time being this will be the default mining drone that is in HW2 on the side of Hiigarians.


Race Specific Abilities/Tactics/Research:

Stolen Technology – To offset for the BW’s lack of heavy fire power and a smaller/weaker fighter fleet the BW will have a specific research which will allow them to build any fighter from any other race. In order to do this the BW fleet must capture a carrier, mothership or shipyard of an opposing enemy force. Once captured the stolen technology research will be available. Once this research has been completed ship chassis options will be added to the build menu allowing for a larger choice of fighter craft to use in combat. However all ships will still be counted to the overall population count and the player will not be able to bypass this value no matter how many enemy ships they are able to capture or fighter chassis they are able to add.

Makeshift Cloaking – Through trial and error BW tech crews are able to outfit all fighter craft with makeshift cloaking technology. Though hardly comparable to the confed equivalent this can be used in conjunction with fast intercept fighters and thereby add more tactical opportunities for the BW side. This however will not affect fighters with existing cloaking tech such as the excaliburs or dragons.
 
Race: Black Lance

Fighters:

Razor – Strong vs Bombers/Light Fighters. light scout and quick intercept. This pirate ship will play a single role and that is to keep arrows busy and pick off straggling bombers. Buildable without any tech research.

Thunderbolt – Strong vs Heavy fighters and bombers. These pirate thunderbolts are direct descendants of those used by confed in the war against the kilrathi. Though not comparable in firepower or skill to the confed equivalents they are cheaper and together with the razors these ships serve as the only early defense for any Black Lance fleet against early attacks. Available without any tech research.

Bearcat – Strong vs Light/Medium/Heavy fighters and bombers. Once these fighters are added to the BL force fighter supremacy becomes a dream. However offset by their high cost and long build time these ships must be slowly phased into the fleet. 2 researches required (heavy fighter support, stolen confed designs).

Dragon – Strong vs Light/Medium/Heavy fighters/bombers and capships. The ultimate fighter at the ultimate price. longest build time and highest build cost than any fighter, comes equipped with jump drives and cloaking technology in built. Maximum number of squadrons in a fleet are limited to 10 due to maintenance costs. 2 research required (heavy fighter support, increased military funding) and 1 upgrade (flashpack). Only buildable at axius and on the vesuvius.

Frigates:

Jamming Frigate – Strong vs none. Special ship equipped with state of the art jamming technology. Partially serves the role of the confed caernaven class by adding sensor range to nearby friendly ships. Once activated all enemy ships within specified radius suffer an EMP effect causing weapons to power down (in some cases be totally disabled) and be less powerful for a specific amount of time. 1 tech research required (frigate chassis) 2 upgrade (increased sensor range, jamming technology)

Black Lance Transport – Strong vs Light capships and Light/Medium Fighters. A hybrid combat design between destroyer and frigate classes the black lance transport features unusual battlefield effectiveness. It can engage ships such as the confed destroyer far better than any other frigate class ship from any other race. Though eventually succumbing to the higher firepower of the confed ship it can also choose rely on its stealth technology to ensure its survival in sticky situations. 2 tech research (transport chassis, secret confed designs) 1 upgrade (stealth technology)

Capships:

Black Lance Carrier – Strong vs Carrier and Light/Medium Fighters. Once again an unusual hybrid ship with focus on fighter deployment behind enemy lines. Similar to the BL transport this ship can cloak even in the midst of battle. Can build fighters, marine troops and small utility stations such as turret stations, and jump buoys. 2 tech upgrades (jump drives, stealth technology). 3 subsystems (bridge, engine1 and engine2)

Destroyer – Strong vs Capships/light fighters. Excellent firepower for its size and speed, the destroyer will be identical in all aspects to the confed destroyers. 1 tech research (destroyer chassis) 1 upgrade (jump drives). 1 subsystem (ship control centre)

Vesuvius – Strong vs Capships/Motherships. The pinnacle of confed technology. As costly to BL as the Dragon in respect to its class. The Vesuvius will be able to handle battle against any capship from confed or BW. Its build limit is reserved to 1 and will be the only carrier capable of deploying dragons on the battle field. It does not require jump drive research. 2 tech research (vesuvius chassis, and Tolwyn propaganda) 2 upgrades (increased hull strength, increased speed). 2 subsystem (Bridge, Engine Control).

Utility/Platform:

Mining Transport – Strong vs none. Mining control and operations. Has very light defense against fighters. Generally needs to be kept behind well guarded areas or in reach of quick support from stronger capships/fighters. Docking ship for mining drones. Buildable only at Axius/Shipyard. No research required.

Marine Shuttle – Strong vs none. Special unit for capturing enemy ships, equally as efficient as the confed equivalent. No self defence against fighters/capships. This is offset by its speed and mobility. 1 tech research required (marine boarding troops)

Turret Station – Strong vs light fighters. Ideal for catching that nosy enemy scout wing off guard. These cheap and powerful anti-fighter stations will eat through light/medium fighters provided there are no capships nearby. One shot move (like HW2 turrets). Buildable only at Axius/Shipyard BL carriers and Vesuvius. No research required.

Jump Buoy – Strong vs none. Jump gates that connect fleets and facilitate quick transport of battleships. Ships can only use jump buoys once they have researched each ship type’s specific jump drive system. These are capture able allowing enemies to use your gates to jump their ships into your space and vise versa.

Mining Drone – Strong vs asteroids with RU on them. Just your average everyday mining drone. For the time being this will be the default mining drone that is in HW2 on the side of Hiigarians.


Race Specific Abilities/Tactics/Research:

Flashpack – The ultimate weapon. Once again the most expensive upgrade. Due to the limited number of capships available to BL, cap ship removal is top priority. The flashpack, once researched and deployed, can be launched from dragon wings and any one salvo can take down an enemy capship in a single blow. Motherships and Shipyards will require 2 salvos to be wiped out. However coupling this with the jump drives and cloaking technology of dragons makes for a dangerous mix of stealth and destruction and extremely high battlefield efficiency.
 
ton viper i like your idea. just be a question of how to implement an attack like that in the game. specifically how to choose a target. it would have to be a special weapon like the hiigarian scout emp, but i still have my doubts. sounds good though. also a request to all; please feel free to share all feedback over the ships and tactics list that i have posted above. thanks in advance.
 
Only read the Black Lance part so far (it's becoming late here...) . Sounds very good so far - not the usual "no superweapons" but rather the limitations they SHOULD have - high cost and low number :) . Count me as looking forward to the release.

Haven't played HW2 much so far (as opposed by HW1), but it seems I'll have to dig it out again...
 
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