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

Now you should be able to grab it in about two minutes from the CIC.

Thanks!

I had actually nabbed the thing about 20 minutes ago and was just starting to upload it several times to Sendspace. I can still do that to save the CIC bandwidth, if you'd like.
 
I think we still have about a terabyte of bandwidth that we're trying to blow through in the next 36 hours. Everyone's welcome to download the file from us a couple dozen times.
 
I've tried it out with the first file that was released, not the updated file and Black Lance and Border Worlds do not work, causing it to crash.
So far people have said that they are having trouble with either one or the other, but both do not work for me. Confed works fine.
Exe is in C:\Homeworld2\bin\release

Sheldo :)
 
Wow it is just amazing stuff, the only thing that could make it better is pilots bailing out of there ships if they are destroyed and a ship getting them :p. THAT would be fun and you get 100 RU for every pilot you rescue :cool:.
 
Black Lance and Border Worlds do not work

Well, The Black Lance group remains unfinished at the time of this release, so using it as player or AI will make the game crash.

You're not the first to say that they can't play UBW though. I'm sure it'll be looked into. However, I had no problem playing either side, which I did for about 4 hours.

I never knew blowing up harvesters could be so much fun with George Oldziey backing my play.
 
I personally want to thank the guys involved into this great WC4 Mod for HW2.
Before, there was a WC mod in HW but it was not finished but I really do hope
that this wc4 mod will be finished no matter what the causes are. I am really
expecting that this mod will be finished 100%.

I just love the Concordia Class Fleet Carrier along with several escorts. I do have
a suggestion for the sound fx of the carrier. It may be better in my opinion to lower
the beeping sounds (sound fx from wc3 i think) so that it may look realistic. And the
rest of the content is 'WC4' great!!! I'll just have to wait though for the Black Lance
to be finished. I wonder what ships are in there other than the Dragon Fighter,
the Axius Starbase and the Transport.

I can't wait for this mod to be finished. Thank you so much for all the guys involved in this mod.

Keep it up!!!

:)
 
thats guy! sorry, just woke up - a bit cranky :p - plus i somehow mananged to kill my install of hw2 last night, the bugger wont start no matter what i do. very very frustrating!

P.S my thanks to Psych for the little ship description texts, i edited them a little here and there but they are originally his texts.
 
That's a pretty clever Title... you also have to be vigilant by watching all of your ships at the same time.

Kind of funny... I came up with that title too while pondering a HL2 mod I had started a while back but that is currently on the back burner. I wou'dn't worry about it though if you want to use the title.
 

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Looks great, I like that giant arsenal of confed ships moving in to attack (if thats what they're doing).
 
A couple small points that occured to me while playing the mod last night:

1.) Are there any plans to change the jump animation / sound? While Wing Commander does have various different ideas about what a jump looks like, I was a big fan of the "Iris" effect used in WC3 and 4. Are there plans to put this in the mod?

2.) Bombers are incredibly powerful in this mod! I was astonished to watch three flights of Avengers tear the Confed HQ apart like it was nothing. While that may be a little realistic, it may hurt gameplay if the bigger stuff is so easily destroyed. Are there plans on tweaking this?

3.) What video resolutions are you hopeing to add to the mod by the time it's complete?

4.) Is there any way you know of changing the debris in the Debris Field map? Perhaps something that looked Kilrathi or Confed would be more appropriate.

5.) I assume the music and the voices are temporary. I know of a couple of programs that allow you to rip audio files from PSX games and I have both WC3 and WC4 for that system. I'll see if I can extract better comm chatter and music for you this weekend.

6.) Do carriers not attack other ships? I tried to send the UBW carrier at the HQ and she didn't attack. (This may have been something in HW2 as well, I rarely use carriers)
 
answers:

1) the warp hole effect was attempted earlier but wasnt too successful. it will be done again in a later version.

2) im glad you think they are too effective lehah. if you remember ppl were very concerned about this effect being portrayed in the mod and i said that it would hurt gameplay. do others agree with this or feel the torps are good the way they are?

3) hopefully all video resolutions under the video-options tab will be supported in future versions.

4) thats a map edit, i will not be making maps for the mod. as far as i know map modding is quite easy and i think it would be nicer for the community to make maps and share them for multiplay.

5) would be great to get more audio and chatter. i have better quality music that i intend to place in the mod but the chatter will roughly be the same. i might just shuffle the dialog around a bit here and there.

6) carriers follow a passive attack stance termed 'move to target and shoot'. it means that once any given target is within minimum sensor range the carrier just sits put waits for bogeys to come to it. other caps have a more aggressive attack stance and brutally follow and engage their targets.

great feedback lehah. hows the mod playing otherwise?
 
im glad you think they are too effective lehah. if you remember ppl were very concerned about this effect being portrayed in the mod and i said that it would hurt gameplay.

Well, a spacesim like Wing Commander and a RTS like Homeworld have totally different dynamics. Of course, you want to drop a shipkilling torpedo to take out the carrier - but in a game like Homeworld 2 where its very easy to simply make dozens of bombing wings, it makes for a boring game.

I'd consider cutting the bomber power around whatever the HW2 level is. Anything else would be too overpowering toward gameplay and would make for a lot of really, really short games.

4) thats a map edit, i will not be making maps for the mod. as far as i know map modding is quite easy and i think it would be nicer for the community to make maps and share them for multiplay.

I think thats a great idea, myself. I'll look for a FAQ on how to make a HW2 map when I get home.

would be great to get more audio and chatter.

I had a question that I forgot to ask - is there any chance to make ships "voice specific"? That is, when you click on a Confed carrier you hear Naismith from WC4 or Radio Rollins from WC3 - and when you click on the Durango you hear Sosa or Eisen? Something to that effect.

hows the mod playing otherwise?

AI not withstanding, the mod is a beauty so far. I love how the fighters spin and twist now, instead of simply just coming about like they did in the orignial game. I'm trying to get a MP game going but Weasel doesn't seem to be near his computer so we could set up a time to play it.
 
the weapons balance in this mod is most of what I love about it. Obviously it's a little premature to say that before some multiplayer action gets started. However, I will suggest that rather than nerfing torpedoes (too much), you make the bombers less sturdy. I've seen a couple of engagements in the single player where my bombers were retreating from some banshees after dropping their torps, and they each took several missles to go down. maybe giving the BARCAP a shot at intercepting them would help.
 
couple quick questions:

do/will fighters and flak be able to shoot down incoming torpedoes?

Is there/will there be the ability to repair capital ships?

Have you looked into ways to make fighter wings suffer from the loss of their base of operations? I was thinking making them run out of missles would be a good idea, but of course I have no idea what would go into implementing that.

Any way to make retreating strike craft take evasive action?

what are maximum map sizes, in theory and in practice?

seems to me that for this thing to really flourish we will need large maps with pre-placed jump points. I can't wait.

amazing work. I don't know anything about the technical side of it, but it's clear even to the casual observer like myself that this thing required talent and dedication. Thank you.
 
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