Paradoxnt

Paradoxnt

Joined Member # 2701499
11 Posts 1,209 Replies 845 Reputation

Okay, here is where we are at with these 2 questions (If you can think of another way, please feel free to share): 1. It seems possible to alter the resource asteroid meshes so they look like planets/moons....but they will still just be resource asteroids. While certainly cool, it really doesn't allow us to have multiple real planets in the same gravity well. 2. So far, it seems like any type of moddable fog of war is out of the question. Perhaps some type of stealth tech m

15 Replies 14,268 Views

Okay, so simply expanding all the planets/stars gravity wells isn't going to do the trick. So would it be possible then to make a custom map where you make a single huge gravity well around each planet, and then dump a few other planets into the same gravity well?

15 Replies 14,268 Views

So far, it looks like we will be able to mod almost all aspects of the game. Still, there are 2 last modding tools that I want but might not become available. Has anybody heard anything about the following 2 modding questions? 1. Will it be possible to make a custom map that has gravity wells that contain more than 1 body in it? For example, will we be able to build a star system that contains only 1 gravity well that has a star surrounded by several planets within it? 2.

15 Replies 14,268 Views

nope, you would have to manually order them back. Maybe there is some way to trick them into thinking their carrier is jumping into Phase Space to get that auto docking routine running.

29 Replies 8,985 Views

Yeah, this topic surfaces every once and a while. I think we all want gas giants, moons, and multiple colonized bodies in the same gravity well. I doubt we'll see this in the finished version game, but hopefully the tools will be there for us to make it happen.

16 Replies 6,774 Views

Perhaps the beams should cut out when targets move outside the field of fire. Also, Satthukaraoke is pretty much accurate in saying the KOL looks pieced together. The KOL's main frame is fine. If they make the 'laser prongs' on the front into cooler looking turrets, they'll be okay as well. However, the KOL's huge 'smokestack turret' on one side and the big ass hangar on the other kinda look like someone duct taped them on. The hangar and 'supersize me' turret/smok

124 Replies 24,434 Views

Hmmm, debris as obstacles and collision risk sounds pretty cool. Still, a gravity well could quickly become unnavigable after a few big battles.

40 Replies 6,811 Views

Keep in mind this ISN'T Homeworld 2...even if the developers are the same guys who did Cataclysm. Homeworld 2 was about tiny, tiny maps and closely managed tactics. SoaSE maps are far beyond anything I've ever seen in terms of size/scope (I love it!). Also, tactics (ie: focus fire and special abilities) play a part in SoaSE, but the game is mostly about Empire building. Also, the size of ships are more realistic than Homeworld 2. Capital Ships are massive compared to

13 Replies 8,548 Views

Hey 8Mickey8, the "OH GOD!!!!" times would occur when the TEC were first attacked. The ships produced during the "OH GOD!!!!" times would be the bulky inefficient ships with battle systems welded onto their sides. The KOL came after that and, being designed from scratch, would be a far more efficient warship.

124 Replies 24,434 Views

I remember when I first started playing Homeworld 2. The debris sometimes added up till the point the game started to lag. The Homeworld 2 Warlords mod had tons of debris and slow down became an issue even more quickly. In fact, I ended up editing out all the debris in the ship files. Since the SoaSE ships don't have moving turrets and stuff, this should be less of a problem for us. But the Developers need to be careful about putting too much debris in the game.

40 Replies 6,811 Views

Cool! We can now easily make a mod where a specific class of slow bomber fires nukes but only gets one shot before needing to land back at their carriers/hangars to reload. All we need to do is make the 'Nuke' bomber have a weapon cool down time of an hour or so. I strongly suspect that weapon cool down times are reset when strike craft land at their carrier/hangar.

29 Replies 8,985 Views

This mod should start immediately after the Battle of Endor. This way we can have a lot more factions of balanced power, including The New Republic, the Imperial Warlords/Remnants, the Criminal factions and other neutrals. We will also be able to add all the Star Wars ships in the Post Endor fiction (with the exception of Kevin J. Anderson's indestructible Sun Crusher, of course...pathetic author!). IF we were to play prior to the Battle of Endor, there would only be 2 or 3 sides (if

1,324 Replies 1,511,079 Views

maybe incorporate a tiny delay in ship fire rates if it changes targets. After a few seconds of battle, all the ships would be firing on different timings.

1 Replies 2,603 Views

....Those three things on the side are canons? I thought they were smokestacks. At least, they look like smokestacks. Aren't the KOL ships coal and steam powered? Seriously though, those smokestack guns look a bit lame...especially since they seem able to shoot at crazy angles like the antenna lasers.

124 Replies 24,434 Views

Wait a sec!!!!! You can already make a mod for this game where ships require Antimatter supply to fire weapons and move. We already have Special Ability weapons in the beta that require Antimatter to fire. For a mod, you could just make all of a ships weapons require antimatter to fire. Just make it so each weapon needs just 1 unit of antimatter to fire and also increase the total amount of antimatter 'supplies' the ship holds. ALSO, we know from that Cruiser with the 'Accel

29 Replies 5,704 Views

You could give bombers an hour long weapon cool down period. So, the bombers are launched, fire off their salvos and then have to return to their carriers to reload. When you relaunch them, I am betting that their weapon cool down period is reset. This would perfectly simulate realistic strikecraft operations.

29 Replies 8,985 Views