Though I've only done alittle bit of testing the first headache is the ship movement, ships seem to remain static and shot. I'd like the frigates to circle and strafe unless in a tight formation
echo-apollo
[quote]Damn, I was just going to announce my Homeworld mod.Beat me to it. D: Actually there is no story, yet. Since its not possible in Sins atm its more about creating complete races to duke out it so to speak (the only story would be back stories) so yes it would be much better to work together that way where not covering the same ground (model conversion for example) I've sent an email to re
Given that Homeworld has always (and will remain) the ultimate space based RTS it only seems appropriate that its brought to a new medium for a new group of players to enjoy. A few months ago I started a topic asking the quesiton who would want a HW Universe mod and they was an overwhelming answer, so now here is the starting ground for a mod based on the HW Universe. At the moment it is and will remain a discussion until permission is given by Relic to use the HW Models, as well the modders of
Following from my questions regarding scale (Thanks for those answers) I have a few most questions regarding the said title. Basically I want to create a pure 3d fighting system that allows ships to roll and use the full 3d axis. This applies mainly to smaller craft as Frigates are going to play a very important rule as Gunboat, Corvettes and what not. The question I have is how do I make frigates and Crusiers move constantly during combat, lobbying for the best postion to fire there weapons. I
Will this mod work in conjunction with most other mods?
Having modded the beta somewhat I now want to try my hand at modding the real deal, so I have a few questions for the community :) Scale - I love big ships, I love small ships zipping around the big ships with all hell breaking loose. To that effect I want change the scale of the ships and the scale of planets. Now as far as I'm aware theres two ways of doing this, I remember rightly I could adjust the scale of a star for example via script. Normally I would have to extract the m
Why do you need cheats? The AI right now is easy to beat. Even on hard settings. Im sure that will change. Unless you need them for modding purposes i see no point in cheats. Just ruins the game experience IMO. Well a all research cheat. Money/Resources cheat. quick build/research cheat. and a reveal all cheat would all be effective for testing purposes.
Where is the saved game located?
I've extracted models from the game and for some reason they extract skewed, so to speak. I'm thinking its possible the means I'm extracting it but maybe you can shed some light on it? --- --- ---
My thoughts on combat (before I begin I am totally aware this beta 2, not a demo or final release) Combat At the moment combat feels very similar to another 4x game, Sword of the Stars. What I mean by that is it serves no real stratgic purpose. Every time I play it devolves into who can spam as many frigates possible first. Theres no tactics involved, no sense of urgency or warfare. My suggestions; up the scale or at least open the avenue for modders to-do this
Dosent // Work?
Got a few questions I'd like to ask, 1) Currently I can add dozens of stars (tested 100 stars, worked okay) My only concern is planets wherent disrbuited evenly (Home system had 10 planets, every other star had 1 or none) How can I even this out to say 3-5 planets per system? 2) On that topic, how can I define the starting postions or/and define how many people can inhabit one solar system? 3) How/Where do I define the planet types for each solar system and where can
Could possibly be shut down, but then again theres the thought how can they sue a anon poster on the internet with multiple sources to upload files. But yes I understand what you saying and would hope sierra would recongise how much fans would like this. I suppose theres other ways around by not using official Homeworld material and I dunno, re-creating it. PDS I know of and I could ask about though I do feel theres already suffienct material. I guess the improved models could be used
I'd have to agree in reguards to special effects; Take Homeworld 1, it fared so well for so long partially because at the time its graphics where ground braking at the time(story & gameplay a side) However you can achieve awesome looking effects without pushing up the requirments. Take the example of Nexus / IG 3. Scale is a massive factor, rippling explosions across a dying hull - Nexus has an extremely robust engine and is scabaly on any system, but whatever system seeing a hulking s
Unfortantly I can find any images or infomation regarduing a topic that I think is important to any large scale RTS; Commanding Screens. Basically a screen dedicated a large amount of forces using simplifed graphics and stripped down infomation. Is there any screens of this kind? Best example is the Sensor screen from the Homeworld series; I think it'd be extremely cool to have a screen that shows in 'Defcon' style graphics a simplified colour cordianted overview of the Galaxy - > Sola
I discovered Sins not to long ago and was dismayed to find you can no longer purchase Beta 1. However I also discovered Beta 2 will be aviable to purchase & test. I have a few questions though: 1) When is Beta 2 out and what is the timeframe in which I need to sign up? 2) Is it open to people withing the EU 3) Is Mastero cards accepted?
Guess I'm toying with the idea of creating a mod on the best space based RTS of all time - Just depends on how hard it is to mod Sins. It could come in two flavours, one strictly canon - Races based upon the original game and on the Dust Wars story. Or it could be just a collection of races from the entire universe added as extra playing races but giving the traits of homeworld races. Practically I can't imagine it being all that difficult to extract Homeworld 1, 2 & cataclysm ships.